Lines Matching refs:endcode
18 \endcode
23 \endcode
27 \endcode
37 Rotation2D<float> rot2(angle_in_radian);\endcode</td></tr>
40 AngleAxis<float> aa(angle_in_radian, Vector3f(ax,ay,az));\endcode
44 Quaternion<float> q; q = AngleAxis<float>(angle_in_radian, axis);\endcode</td></tr>
50 Scaling(vecN)\endcode</td></tr>
56 Translation<float,N>(vecN)\endcode</td></tr>
60 Transform<float,3,Affine> t = Translation3f(p) * AngleAxisf(a,axis) * Scaling(s);\endcode</td></tr>
66 Matrix<float,3> t = AngleAxisf(a,axis) * Scaling(s);\endcode</td></tr>
91 \endcode</td></tr>
102 gen1 * gen2;\endcode</td></tr>
104 vec2 = gen1 * vec1;\endcode</td></tr>
106 gen2 = gen1.inverse();\endcode</td></tr>
108 rot3 = rot1.slerp(alpha,rot2);\endcode</td></tr>
123 p2 = t * p1;\endcode</td></tr>
127 vec2 = t.linear() * vec1;\endcode</td></tr>
133 n2 = (normalMatrix * n1).normalized();\endcode</td></tr>
138 n2 = t.linear() * n1;\endcode</td></tr>
141 glLoadMatrixf(t.data());\endcode</td></tr>
147 glLoadMatrixf(aux.data());\endcode</td></tr>
156 \endcode</td></tr>
161 \endcode</td></tr>
166 \endcode</td></tr>
171 \endcode</td></tr>
175 \endcode</td></tr>
187 \endcode</td><td>\code
190 \endcode</td></tr>
194 \endcode</td><td>\code
197 \endcode</td></tr>
203 \endcode</td><td>\code
208 \endcode</td></tr>
212 \endcode</td><td></td></tr>
219 \endcode</td></tr>
222 \endcode</td></tr>
237 \endcode</td></tr>