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-rw-r--r--src/math/matrix.h24
1 files changed, 13 insertions, 11 deletions
diff --git a/src/math/matrix.h b/src/math/matrix.h
index 45a7d75..30e629a 100644
--- a/src/math/matrix.h
+++ b/src/math/matrix.h
@@ -14,8 +14,9 @@
// * You should have received a copy of the GNU General Public License
// * along with this program. If not, see http://www.gnu.org/licenses/.
-/** @defgroup MathMatrixModule math/matrix.h
- Contains the Matrix struct and related functions.
+/**
+ * \file math/matrix.h
+ * \brief Matrix struct and related functions
*/
#pragma once
@@ -32,8 +33,6 @@
namespace Math
{
-/* @{ */ // start of group
-
/** \struct Matrix math/matrix.h
\brief 4x4 matrix
@@ -42,11 +41,12 @@ namespace Math
The internal representation is a 16-value table in column-major order, thus:
- \verbatim
+\verbatim
m[0 ] m[4 ] m[8 ] m[12]
m[1 ] m[5 ] m[9 ] m[13]
m[2 ] m[6 ] m[10] m[14]
-m[3 ] m[7 ] m[11] m[15] \endverbatim
+m[3 ] m[7 ] m[11] m[15]
+\endverbatim
This representation is native to OpenGL; DirectX requires transposing the matrix.
@@ -405,11 +405,15 @@ inline Math::Matrix MultiplyMatrices(const Math::Matrix &left, const Math::Matri
}
//! Calculates the result of multiplying m * v
-/** The multiplication is performed thus:
-\verbatim [ m.m[0 ] m.m[4 ] m.m[8 ] m.m[12] ] [ v.x ]
+/**
+ The multiplication is performed thus:
+
+\verbatim
+[ m.m[0 ] m.m[4 ] m.m[8 ] m.m[12] ] [ v.x ]
[ m.m[1 ] m.m[5 ] m.m[9 ] m.m[13] ] [ v.y ]
[ m.m[2 ] m.m[6 ] m.m[10] m.m[14] ] * [ v.z ]
-[ m.m[3 ] m.m[7 ] m.m[11] m.m[15] ] [ 1 ] \endverbatim
+[ m.m[3 ] m.m[7 ] m.m[11] m.m[15] ] [ 1 ]
+\endverbatim
The result, a 4x1 vector is then converted to 3x1 by dividing
x,y,z coords by the fourth coord (w). */
@@ -434,6 +438,4 @@ inline Math::Vector MatrixVectorMultiply(const Math::Matrix &m, const Math::Vect
return Math::Vector(x, y, z);
}
-/* @} */ // end of group
-
}; // namespace Math