2d: add documentation for 2D Affine Transforms

This commit is contained in:
Recep Aslantas
2020-07-31 19:19:07 +03:00
parent f3735c9036
commit 6080099434
5 changed files with 149 additions and 7 deletions

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@@ -1,6 +1,6 @@
.. default-domain:: C .. default-domain:: C
affine transform matrix (specialized functions) 3D Affine Transform Matrix (specialized functions)
================================================================================ ================================================================================
Header: cglm/affine-mat.h Header: cglm/affine-mat.h

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@@ -1,6 +1,6 @@
.. default-domain:: C .. default-domain:: C
affine transforms 3D Affine Transforms
================================================================================ ================================================================================
Header: cglm/affine.h Header: cglm/affine.h
@@ -45,6 +45,8 @@ The implementation would be:
glm_rotate(m, angle, axis); glm_rotate(m, angle, axis);
glm_translate(m, pivotInv); /* pivotInv = -pivot */ glm_translate(m, pivotInv); /* pivotInv = -pivot */
.. _TransformsOrder:
Transforms Order Transforms Order
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

140
docs/source/affine2d.rst Normal file
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.. default-domain:: C
2D Affine Transforms
================================================================================
Header: cglm/affine2d.h
2D Transforms uses `2d` suffix for naming. If there is no 2D suffix it is 3D function.
Initialize Transform Matrices
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions with **_make** prefix expect you don't have a matrix and they create
a matrix for you. You don't need to pass identity matrix.
But other functions expect you have a matrix and you want to transform them. If
you didn't have any existing matrix you have to initialize matrix to identity
before sending to transfrom functions.
Transforms Order
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
See :ref:`TransformsOrder` to read similar section.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_translate2d`
#. :c:func:`glm_translate2d_to`
#. :c:func:`glm_translate2d_x`
#. :c:func:`glm_translate2d_y`
#. :c:func:`glm_translate2d_make`
#. :c:func:`glm_scale2d_to`
#. :c:func:`glm_scale2d_make`
#. :c:func:`glm_scale2d`
#. :c:func:`glm_scale2d_uni`
#. :c:func:`glm_rotate2d_make`
#. :c:func:`glm_rotate2d`
#. :c:func:`glm_rotate2d_to`
.. c:function:: void glm_translate2d(mat3 m, vec2 v)
translate existing 2d transform matrix by *v* vector and stores result in same matrix
Parameters:
| *[in, out]* **m** 2d affine transfrom
| *[in]* **v** translate vector [x, y]
.. c:function:: void glm_translate2d_to(mat3 m, vec2 v, mat3 dest)
translate existing 2d transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** 2d affine transfrom
| *[in]* **v** translate vector [x, y]
| *[out]* **dest** translated matrix
.. c:function:: void glm_translate2d_x(mat3 m, float x)
translate existing 2d transform matrix by x factor
Parameters:
| *[in, out]* **m** 2d affine transfrom
| *[in]* **x** x factor
.. c:function:: void glm_translate2d_y(mat3 m, float y)
translate existing 2d transform matrix by y factor
Parameters:
| *[in, out]* **m** 2d affine transfrom
| *[in]* **y** y factor
.. c:function:: void glm_translate2d_make(mat3 m, vec2 v)
creates NEW translate 2d transform matrix by *v* vector
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y]
.. c:function:: void glm_scale2d_to(mat3 m, vec2 v, mat3 dest)
scale existing 2d transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** scale vector [x, y]
| *[out]* **dest** scaled matrix
.. c:function:: void glm_scale2d_make(mat3 m, vec2 v)
creates NEW 2d scale matrix by *v* vector
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y]
.. c:function:: void glm_scale2d(mat3 m, vec2 v)
scales existing 2d transform matrix by *v* vector and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y]
.. c:function:: void glm_scale2d_uni(mat3 m, float s)
applies uniform scale to existing 2d transform matrix v = [s, s] and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **s** scale factor
.. c:function:: void glm_rotate2d_make(mat3 m, float angle)
creates NEW rotation matrix by angle around *Z* axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
.. c:function:: void glm_rotate2d(mat3 m, float angle)
rotate existing 2d transform matrix around *Z* axis by angle and store result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
.. c:function:: void glm_rotate2d_to(mat3 m, float angle, mat3 dest)
rotate existing 2d transform matrix around *Z* axis by angle and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix

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@@ -28,6 +28,7 @@ Follow the :doc:`build` documentation for this
affine affine
affine-mat affine-mat
affine2d
cam cam
frustum frustum
box box

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@@ -180,9 +180,7 @@ glm_scale2d_uni(mat3 m, float s) {
} }
/*! /*!
* @brief creates NEW rotation matrix by angle and axis * @brief creates NEW rotation matrix by angle around Z axis
*
* axis will be normalized so you don't need to normalize it
* *
* @param[out] m affine transfrom * @param[out] m affine transfrom
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
@@ -209,7 +207,8 @@ glm_rotate2d_make(mat3 m, float angle) {
} }
/*! /*!
* @brief rotate existing 2d transform matrix around given axis by angle * @brief rotate existing 2d transform matrix around Z axis by angle
* and store result in same matrix
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transfrom
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
@@ -235,7 +234,7 @@ glm_rotate2d(mat3 m, float angle) {
} }
/*! /*!
* @brief rotate existing 2d transform matrix around given axis by angle * @brief rotate existing 2d transform matrix around Z axis by angle
* and store result in dest * and store result in dest
* *
* @param[in] m affine transfrom * @param[in] m affine transfrom