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Merge branch 'master' of github.com:andykorth/opentk

Conflicts:
	Source/OpenTK/Math/Matrix3.cs
	Source/OpenTK/Math/Matrix3d.cs
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2 parents 8a7f506 + 2c3a639 commit 920d68395479af2830ae6f2de2469463e1028367 @Robmaister Robmaister committed Jan 26, 2013
@@ -322,9 +322,9 @@ public static DisplayDevice Default
#region GetDisplay
/// <summary>
- /// Gets the <see cref="DisplayDevice"/> for the specified <see cref="DeviceIndex"/>.
+ /// Gets the <see cref="DisplayDevice"/> for the specified <see cref="DisplayIndex"/>.
/// </summary>
- /// <param name="index">The <see cref="DeviceIndex"/> that defines the desired display.</param>
+ /// <param name="index">The <see cref="DisplayIndex"/> that defines the desired display.</param>
/// <returns>A <see cref="DisplayDevice"/> or null, if no device corresponds to the specified index.</returns>
public static DisplayDevice GetDisplay(DisplayIndex index)
{
@@ -233,6 +233,9 @@ public Vector3 Column2
#region public void Invert()
+ /// <summary>
+ /// Converts this instance into its inverse.
+ /// </summary>
public void Invert()
{
this = Matrix3.Invert(this);
@@ -241,7 +244,10 @@ public void Invert()
#endregion
#region public void Transpose()
-
+
+ /// <summary>
+ /// Converts this instance into its transpose.
+ /// </summary>
public void Transpose()
{
this = Matrix3.Transpose(this);
@@ -254,7 +260,13 @@ public void Transpose()
#region Static
#region CreateFromAxisAngle
-
+
+ /// <summary>
+ /// Build a rotation matrix from the specified axis/angle rotation.
+ /// </summary>
+ /// <param name="axis">The axis to rotate about.</param>
+ /// <param name="angle">Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).</param>
+ /// <param name="result">A matrix instance.</param>
public static void CreateFromAxisAngle(Vector3 axis, float angle, out Matrix3 result)
{
//normalize and create a local copy of the vector.
@@ -288,7 +300,13 @@ public static void CreateFromAxisAngle(Vector3 axis, float angle, out Matrix3 re
result.Row2.Y = tYZ + sinX;
result.Row2.Z = tZZ + cos;
}
-
+
+ /// <summary>
+ /// Build a rotation matrix from the specified axis/angle rotation.
+ /// </summary>
+ /// <param name="axis">The axis to rotate about.</param>
+ /// <param name="angle">Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).</param>
+ /// <returns>A matrix instance.</returns>
public static Matrix3 CreateFromAxisAngle(Vector3 axis, float angle)
{
Matrix3 result;
@@ -299,15 +317,25 @@ public static Matrix3 CreateFromAxisAngle(Vector3 axis, float angle)
#endregion
#region CreateFromQuaternion
-
+
+ /// <summary>
+ /// Build a rotation matrix from the specified quaternion.
+ /// </summary>
+ /// <param name="q">Quaternion to translate.</param>
+ /// <param name="result">Matrix result.</param>
public static void CreateFromQuaternion(ref Quaternion q, out Matrix3 result)
{
Vector3 axis;
float angle;
q.ToAxisAngle(out axis, out angle);
CreateFromAxisAngle(axis, angle, out result);
}
-
+
+ /// <summary>
+ /// Build a rotation matrix from the specified quaternion.
+ /// </summary>
+ /// <param name="q">Quaternion to translate.</param>
+ /// <returns>A matrix instance.</returns>
public static Matrix3 CreateFromQuaternion(Quaternion q)
{
Matrix3 result;
@@ -318,7 +346,12 @@ public static Matrix3 CreateFromQuaternion(Quaternion q)
#endregion
#region CreateRotation[XYZ]
-
+
+ /// <summary>
+ /// Builds a rotation matrix for a rotation around the x-axis.
+ /// </summary>
+ /// <param name="angle">The counter-clockwise angle in radians.</param>
+ /// <param name="result">The resulting Matrix3 instance.</param>
public static void CreateRotationX(float angle, out Matrix3 result)
{
float cos = (float)System.Math.Cos(angle);
@@ -330,14 +363,24 @@ public static void CreateRotationX(float angle, out Matrix3 result)
result.Row2.Y = -sin;
result.Row2.Z = cos;
}
-
+
+ /// <summary>
+ /// Builds a rotation matrix for a rotation around the x-axis.
+ /// </summary>
+ /// <param name="angle">The counter-clockwise angle in radians.</param>
+ /// <returns>The resulting Matrix3 instance.</returns>
public static Matrix3 CreateRotationX(float angle)
{
Matrix3 result;
CreateRotationX(angle, out result);
return result;
}
-
+
+ /// <summary>
+ /// Builds a rotation matrix for a rotation around the y-axis.
+ /// </summary>
+ /// <param name="angle">The counter-clockwise angle in radians.</param>
+ /// <param name="result">The resulting Matrix3 instance.</param>
public static void CreateRotationY(float angle, out Matrix3 result)
{
float cos = (float)System.Math.Cos(angle);
@@ -349,14 +392,24 @@ public static void CreateRotationY(float angle, out Matrix3 result)
result.Row2.X = sin;
result.Row2.Z = cos;
}
-
+
+ /// <summary>
+ /// Builds a rotation matrix for a rotation around the y-axis.
+ /// </summary>
+ /// <param name="angle">The counter-clockwise angle in radians.</param>
+ /// <returns>The resulting Matrix3 instance.</returns>
public static Matrix3 CreateRotationY(float angle)
{
Matrix3 result;
CreateRotationY(angle, out result);
return result;
}
-
+
+ /// <summary>
+ /// Builds a rotation matrix for a rotation around the z-axis.
+ /// </summary>
+ /// <param name="angle">The counter-clockwise angle in radians.</param>
+ /// <param name="result">The resulting Matrix3 instance.</param>
public static void CreateRotationZ(float angle, out Matrix3 result)
{
float cos = (float)System.Math.Cos(angle);
@@ -368,7 +421,12 @@ public static void CreateRotationZ(float angle, out Matrix3 result)
result.Row1.X = -sin;
result.Row1.Y = cos;
}
-
+
+ /// <summary>
+ /// Builds a rotation matrix for a rotation around the z-axis.
+ /// </summary>
+ /// <param name="angle">The counter-clockwise angle in radians.</param>
+ /// <returns>The resulting Matrix3 instance.</returns>
public static Matrix3 CreateRotationZ(float angle)
{
Matrix3 result;
@@ -462,14 +520,26 @@ public static void CreateScale(float x, float y, float z, out Matrix3 result)
#endregion
#region Multiply Functions
-
+
+ /// <summary>
+ /// Multiplies two instances.
+ /// </summary>
+ /// <param name="left">The left operand of the multiplication.</param>
+ /// <param name="right">The right operand of the multiplication.</param>
+ /// <returns>A new instance that is the result of the multiplication</returns>
public static Matrix3 Mult(Matrix3 left, Matrix3 right)
{
Matrix3 result;
Mult(ref left, ref right, out result);
return result;
}
-
+
+ /// <summary>
+ /// Multiplies two instances.
+ /// </summary>
+ /// <param name="left">The left operand of the multiplication.</param>
+ /// <param name="right">The right operand of the multiplication.</param>
+ /// <param name="result">A new instance that is the result of the multiplication</param>
public static void Mult(ref Matrix3 left, ref Matrix3 right, out Matrix3 result)
{
float lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
@@ -618,12 +688,22 @@ public static Matrix3 Invert(Matrix3 mat)
#endregion
#region Transpose
-
+
+ /// <summary>
+ /// Calculate the transpose of the given matrix
+ /// </summary>
+ /// <param name="mat">The matrix to transpose</param>
+ /// <returns>The transpose of the given matrix</returns>
public static Matrix3 Transpose(Matrix3 mat)
{
return new Matrix3(mat.Column0, mat.Column1, mat.Column2);
}
-
+
+ /// <summary>
+ /// Calculate the transpose of the given matrix
+ /// </summary>
+ /// <param name="mat">The matrix to transpose</param>
+ /// <param name="result">The result of the calculation</param>
public static void Transpose(ref Matrix3 mat, out Matrix3 result)
{
result.Row0.X = mat.Row0.X;
@@ -642,17 +722,35 @@ public static void Transpose(ref Matrix3 mat, out Matrix3 result)
#endregion
#region Operators
-
+
+ /// <summary>
+ /// Matrix multiplication
+ /// </summary>
+ /// <param name="left">left-hand operand</param>
+ /// <param name="right">right-hand operand</param>
+ /// <returns>A new Matrix3d which holds the result of the multiplication</returns>
public static Matrix3 operator *(Matrix3 left, Matrix3 right)
{
return Matrix3.Mult(left, right);
}
-
+
+ /// <summary>
+ /// Compares two instances for equality.
+ /// </summary>
+ /// <param name="left">The first instance.</param>
+ /// <param name="right">The second instance.</param>
+ /// <returns>True, if left equals right; false otherwise.</returns>
public static bool operator ==(Matrix3 left, Matrix3 right)
{
return left.Equals(right);
}
-
+
+ /// <summary>
+ /// Compares two instances for inequality.
+ /// </summary>
+ /// <param name="left">The first instance.</param>
+ /// <param name="right">The second instance.</param>
+ /// <returns>True, if left does not equal right; false otherwise.</returns>
public static bool operator !=(Matrix3 left, Matrix3 right)
{
return !left.Equals(right);
@@ -710,7 +808,10 @@ public override bool Equals(object obj)
#endregion
#region IEquatable<Matrix3> Members
-
+
+ /// <summary>Indicates whether the current matrix is equal to another matrix.</summary>
+ /// <param name="other">A matrix to compare with this matrix.</param>
+ /// <returns>true if the current matrix is equal to the matrix parameter; otherwise, false.</returns>
public bool Equals(Matrix3 other)
{
return
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