cleanup doxygen and codespell

This commit is contained in:
Gottfried Leibniz 2022-08-01 19:25:47 -03:00
parent cc98465e35
commit 8719fcb839
26 changed files with 70 additions and 51 deletions

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@ -212,7 +212,7 @@ namespace glm
T left, T right, T bottom, T top, T near, T far);
/// Creates a matrix for a right handed, symetric perspective-view frustum.
/// Creates a matrix for a right handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@ -225,7 +225,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a right handed, symetric perspective-view frustum.
/// Creates a matrix for a right handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@ -238,7 +238,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a left handed, symetric perspective-view frustum.
/// Creates a matrix for a left handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@ -251,7 +251,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a left handed, symetric perspective-view frustum.
/// Creates a matrix for a left handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@ -264,7 +264,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
/// Creates a matrix for a symmetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@ -277,7 +277,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
/// Creates a matrix for a symmetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@ -290,7 +290,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a right handed, symetric perspective-view frustum.
/// Creates a matrix for a right handed, symmetric perspective-view frustum.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@ -304,7 +304,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a left handed, symetric perspective-view frustum.
/// Creates a matrix for a left handed, symmetric perspective-view frustum.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@ -318,7 +318,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition.
/// Creates a matrix for a symmetric perspective-view frustum based on the default handedness and default near and far clip planes definition.
/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
///
/// @param fovy Specifies the field of view angle in the y direction. Expressed in radians.

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@ -6,7 +6,7 @@
namespace glm
{
/// @addtogroup core
/// @addtogroup core_matrix
/// @{
/// 3 columns of 2 components matrix of single-precision floating-point numbers.

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@ -3,7 +3,7 @@
///
/// @see core (dependence)
///
/// @defgroup ext_matrix_int2x3 GLM_EXT_matrix_uint2x3
/// @defgroup ext_matrix_uint2x3 GLM_EXT_matrix_uint2x3
/// @ingroup ext
///
/// Include <glm/ext/matrix_uint2x3.hpp> to use the features of this extension.

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@ -1,5 +1,5 @@
/// @ref ext_matrix_uint2x4_sized
/// @file glm/ext/matrixu_uint2x4_sized.hpp
/// @file glm/ext/matrix_uint2x4_sized.hpp
///
/// @see core (dependence)
///

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@ -3,7 +3,7 @@
///
/// @see core (dependence)
///
/// @defgroup ext_matrix_int3x2 GLM_EXT_matrix_uint3x2
/// @defgroup ext_matrix_uint3x2 GLM_EXT_matrix_uint3x2
/// @ingroup ext
///
/// Include <glm/ext/matrix_uint3x2.hpp> to use the features of this extension.

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@ -8,7 +8,7 @@
///
/// Include <glm/ext/quaternion_geometric.hpp> to use the features of this extension.
///
/// @see core_geometric
/// @see core_func_geometric
/// @see ext_quaternion_float
/// @see ext_quaternion_double

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@ -23,6 +23,9 @@
namespace glm
{
/// @addtogroup ext_scalar_relational
/// @{
/// Returns the component-wise comparison of |x - y| < epsilon.
/// True if this expression is satisfied.
///

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@ -26,6 +26,9 @@
namespace glm
{
/// @addtogroup ext_scalar_ulp
/// @{
/// Return the next ULP value(s) after the input value(s).
///
/// @tparam genType A floating-point scalar type.

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@ -3,7 +3,7 @@
///
/// @see core (dependence)
///
/// @defgroup gtc_reciprocal GLM_EXT_vector_reciprocal
/// @defgroup ext_vector_reciprocal GLM_EXT_vector_reciprocal
/// @ingroup ext
///
/// Include <glm/ext/vector_reciprocal.hpp> to use the features of this extension.

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@ -25,6 +25,9 @@
namespace glm
{
/// @addtogroup ext_vector_ulp
/// @{
/// Return the next ULP value(s) after the input value(s).
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector

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@ -1,6 +1,11 @@
/// @ref core
/// @file glm/glm.hpp
///
/// @mainpage OpenGL Mathematics (GLM)
/// - Website: <a href="https://glm.g-truc.net">glm.g-truc.net</a>
/// - <a href="modules.html">GLM API documentation</a>
/// - <a href="https://github.com/g-truc/glm/blob/master/manual.md">GLM Manual</a>
///
/// @defgroup core Core features
///
/// @brief Features that implement in C++ the GLSL specification as closely as possible.
@ -95,10 +100,6 @@
/// at once by including <glm/ext.hpp>. Otherwise, each extension needs to be
/// included a specific file.
///
/// @mainpage OpenGL Mathematics (GLM)
/// - Website: <a href="https://glm.g-truc.net">glm.g-truc.net</a>
/// - <a href="modules.html">GLM API documentation</a>
/// - <a href="https://github.com/g-truc/glm/blob/master/manual.md">GLM Manual</a>
#include "detail/_fixes.hpp"

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@ -32,7 +32,7 @@ namespace glm
/// @addtogroup gtc_integer
/// @{
/// Returns the log2 of x for integer values. Usefull to compute mipmap count from the texture size.
/// Returns the log2 of x for integer values. Useful to compute mipmap count from the texture size.
/// @see gtc_integer
template<typename genIUType>
GLM_FUNC_DECL genIUType log2(genIUType x);

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@ -31,7 +31,7 @@ namespace glm
/// Fast matrix inverse for affine matrix.
///
/// @param m Input matrix to invert.
/// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly innacurate.
/// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly inaccurate.
/// @see gtc_matrix_inverse
template<typename genType>
GLM_FUNC_DECL genType affineInverse(genType const& m);
@ -39,7 +39,7 @@ namespace glm
/// Compute the inverse transpose of a matrix.
///
/// @param m Input matrix to invert transpose.
/// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly innacurate.
/// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly inaccurate.
/// @see gtc_matrix_inverse
template<typename genType>
GLM_FUNC_DECL genType inverseTranspose(genType const& m);

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@ -52,25 +52,25 @@ namespace glm
template<typename genType>
GLM_FUNC_DECL genType gaussRand(genType Mean, genType Deviation);
/// Generate a random 2D vector which coordinates are regulary distributed on a circle of a given radius
/// Generate a random 2D vector which coordinates are regularly distributed on a circle of a given radius
///
/// @see gtc_random
template<typename T>
GLM_FUNC_DECL vec<2, T, defaultp> circularRand(T Radius);
/// Generate a random 3D vector which coordinates are regulary distributed on a sphere of a given radius
/// Generate a random 3D vector which coordinates are regularly distributed on a sphere of a given radius
///
/// @see gtc_random
template<typename T>
GLM_FUNC_DECL vec<3, T, defaultp> sphericalRand(T Radius);
/// Generate a random 2D vector which coordinates are regulary distributed within the area of a disk of a given radius
/// Generate a random 2D vector which coordinates are regularly distributed within the area of a disk of a given radius
///
/// @see gtc_random
template<typename T>
GLM_FUNC_DECL vec<2, T, defaultp> diskRand(T Radius);
/// Generate a random 3D vector which coordinates are regulary distributed within the volume of a ball of a given radius
/// Generate a random 3D vector which coordinates are regularly distributed within the volume of a ball of a given radius
///
/// @see gtc_random
template<typename T>

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@ -26,6 +26,9 @@
namespace glm
{
/// @addtogroup gtc_ulp
/// @{
/// Return the next ULP value(s) after the input value(s).
///
/// @tparam genType A floating-point scalar type.

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@ -9,7 +9,7 @@
///
/// Include <glm/gtx/associated_min_max.hpp> to use the features of this extension.
///
/// @brief Min and max functions that return associated values not the compared onces.
/// @brief Min and max functions that return associated values not the compared ones.
#pragma once

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@ -9,7 +9,7 @@
///
/// Include <glm/gtx/easing.hpp> to use the features of this extension.
///
/// Easing functions for animations and transitons
/// Easing functions for animations and transitions
/// All functions take a parameter x in the range [0.0,1.0]
///
/// Based on the AHEasing project of Warren Moore (https://github.com/warrenm/AHEasing)

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@ -3,10 +3,10 @@
///
/// @see core (dependence)
///
/// @defgroup gtx_extended_min_max GLM_GTX_extented_min_max
/// @defgroup gtx_extended_min_max GLM_GTX_extended_min_max
/// @ingroup gtx
///
/// Include <glm/gtx/extented_min_max.hpp> to use the features of this extension.
/// Include <glm/gtx/extended_min_max.hpp> to use the features of this extension.
///
/// Min and max functions for 3 to 4 parameters.
@ -18,9 +18,9 @@
#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
# ifndef GLM_ENABLE_EXPERIMENTAL
# pragma message("GLM: GLM_GTX_extented_min_max is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.")
# pragma message("GLM: GLM_GTX_extended_min_max is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.")
# else
# pragma message("GLM: GLM_GTX_extented_min_max extension included")
# pragma message("GLM: GLM_GTX_extended_min_max extension included")
# endif
#endif

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@ -6,7 +6,7 @@
/// @defgroup gtx_handed_coordinate_space GLM_GTX_handed_coordinate_space
/// @ingroup gtx
///
/// Include <glm/gtx/handed_coordinate_system.hpp> to use the features of this extension.
/// Include <glm/gtx/handed_coordinate_space.hpp> to use the features of this extension.
///
/// To know if a set of three basis vectors defines a right or left-handed coordinate system.

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@ -1,13 +1,4 @@
/// @ref gtx_hash
///
/// @see core (dependence)
///
/// @defgroup gtx_hash GLM_GTX_hash
/// @ingroup gtx
///
/// @brief Add std::hash support for glm types
///
/// <glm/gtx/hash.inl> need to be included to use the features of this extension.
namespace glm {
namespace detail

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@ -7,7 +7,7 @@
/// @defgroup gtx_normalize_dot GLM_GTX_normalize_dot
/// @ingroup gtx
///
/// Include <glm/gtx/normalized_dot.hpp> to use the features of this extension.
/// Include <glm/gtx/normalize_dot.hpp> to use the features of this extension.
///
/// Dot product of vectors that need to be normalize with a single square root.

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@ -33,7 +33,7 @@
///
/// glm::sortEigenvalues(evals, evecs);
///
/// // ... now evecs[0] points in the direction (symmetric) of the largest spatial distribuion within ptData
/// // ... now evecs[0] points in the direction (symmetric) of the largest spatial distribution within ptData
/// ```
#pragma once
@ -57,11 +57,14 @@ namespace glm {
/// Compute a covariance matrix form an array of relative coordinates `v` (e.g., relative to the center of gravity of the object)
/// @param v Points to a memory holding `n` times vectors
/// @param n Number of points in v
template<length_t D, typename T, qualifier Q>
GLM_INLINE mat<D, D, T, Q> computeCovarianceMatrix(vec<D, T, Q> const* v, size_t n);
/// Compute a covariance matrix form an array of absolute coordinates `v` and a precomputed center of gravity `c`
/// @param v Points to a memory holding `n` times vectors
/// @param n Number of points in v
/// @param c Precomputed center of gravity
template<length_t D, typename T, qualifier Q>
GLM_INLINE mat<D, D, T, Q> computeCovarianceMatrix(vec<D, T, Q> const* v, size_t n, vec<D, T, Q> const& c);
@ -78,9 +81,10 @@ namespace glm {
/// Assuming the provided covariance matrix `covarMat` is symmetric and real-valued, this function find the `D` Eigenvalues of the matrix, and also provides the corresponding Eigenvectors.
/// Note: the data in `outEigenvalues` and `outEigenvectors` are in matching order, i.e. `outEigenvector[i]` is the Eigenvector of the Eigenvalue `outEigenvalue[i]`.
/// This is a numeric implementation to find the Eigenvalues, using 'QL decomposition` (variant of QR decomposition: https://en.wikipedia.org/wiki/QR_decomposition).
/// @param covarMat A symmetric, real-valued covariance matrix, e.g. computed from `computeCovarianceMatrix`.
/// @param outEigenvalues Vector to receive the found eigenvalues
/// @param outEigenvectors Matrix to receive the found eigenvectors corresponding to the found eigenvalues, as column vectors
///
/// @param[in] covarMat A symmetric, real-valued covariance matrix, e.g. computed from computeCovarianceMatrix
/// @param[out] outEigenvalues Vector to receive the found eigenvalues
/// @param[out] outEigenvectors Matrix to receive the found eigenvectors corresponding to the found eigenvalues, as column vectors
/// @return The number of eigenvalues found, usually D if the precondition of the covariance matrix is met.
template<length_t D, typename T, qualifier Q>
GLM_FUNC_DECL unsigned int findEigenvaluesSymReal

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@ -9,7 +9,7 @@
///
/// Include <glm/gtx/quaternion.hpp> to use the features of this extension.
///
/// Extented quaternion types and functions
/// Extended quaternion types and functions
#pragma once

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@ -1,7 +1,10 @@
/// @ref gtx
/// @ref gtx_scalar_multiplication
/// @file glm/gtx/scalar_multiplication.hpp
/// @author Joshua Moerman
///
/// @defgroup gtx_scalar_multiplication GLM_GTX_scalar_multiplication
/// @ingroup gtx
///
/// Include <glm/gtx/scalar_multiplication.hpp> to use the features of this extension.
///
/// Enables scalar multiplication for all types
@ -32,6 +35,9 @@
namespace glm
{
/// @addtogroup gtx_scalar_multiplication
/// @{
template<typename T, typename Vec>
using return_type_scalar_multiplication = typename std::enable_if<
!std::is_same<T, float>::value // T may not be a float
@ -72,4 +78,5 @@ GLM_IMPLEMENT_SCAL_MULT(mat4x3)
GLM_IMPLEMENT_SCAL_MULT(mat4)
#undef GLM_IMPLEMENT_SCAL_MULT
/// @}
} // namespace glm

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@ -23,6 +23,9 @@
#endif
namespace glm {
/// @addtogroup gtx_vec_swizzle
/// @{
// xx
template<typename T, qualifier Q>
GLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<1, T, Q> &v) {
@ -2779,4 +2782,5 @@ namespace glm {
return glm::vec<4, T, Q>(v.w, v.w, v.w, v.w);
}
}
/// @}
}//namespace glm

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@ -8,7 +8,7 @@
///
/// Include <glm/gtx/vector_query.hpp> to use the features of this extension.
///
/// Query informations of vector types
/// Query information of vector types
#pragma once