Updated doxygen comment convensions

This commit is contained in:
Christophe Riccio 2011-05-16 18:44:16 +01:00
parent b02f491cec
commit 96a0a678ad
3 changed files with 239 additions and 207 deletions

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@ -1,11 +1,29 @@
///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2011-02-21
// Updated : 2011-02-21
// Licence : This source is under MIT License
// File : glm/core/_fixes.hpp
///////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @file glm/core/_fixes.hpp
/// @date 2011-02-21 / 2011-02-16
/// @author Christophe Riccio
///////////////////////////////////////////////////////////////////////////////////
//! Workaround for compatibility with other libraries
#ifdef max

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@ -1,11 +1,31 @@
///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2005-01-14
// Updated : 2011-01-19
// Licence : This source is under MIT License
//! \file glm/glm.hpp
///////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @file glm/glm.hpp
/// @date 2005-01-14 / 2011-05-16
/// @author Christophe Riccio
///
/// @ref core
///////////////////////////////////////////////////////////////////////////////////
#include "core/_fixes.hpp"
@ -24,15 +44,14 @@
#endif//GLM_MESSAGE
//! GLM namespace, it contains all GLSL based features.
namespace glm
{
namespace glm{
namespace test
{
bool main_bug();
bool main_core();
}//namespace test
//! GLM core. Namespace that includes all the feature define by GLSL 4.10.6 specification. This namespace is included in glm namespace.
/// GLM core. Namespace that includes all the feature define by GLSL 4.10.6 specification. This namespace is included in glm namespace.
namespace core
{
//! Scalar, vectors and matrices
@ -47,16 +66,12 @@ namespace glm
}
//namespace core
//! G-Truc Creation stable extensions.
/// G-Truc Creation stable extensions.
namespace gtc{}
//! G-Truc Creation experimental extensions.
//! The interface could change between releases.
/// G-Truc Creation experimental extensions.
/// The interface could change between releases.
namespace gtx{}
//! VIRTREV extensions.
namespace img{}
} //namespace glm
#include "./core/_detail.hpp"

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@ -1,34 +1,34 @@
///////////////////////////////////////////////////////////////////////////////////
//! OpenGL Mathematics (glm.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////
//! Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
//! Permission is hereby granted, free of charge, to any person obtaining a copy
//! of this software and associated documentation files (the "Software"), to deal
//! in the Software without restriction, including without limitation the rights
//! to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//! copies of the Software, and to permit persons to whom the Software is
//! furnished to do so, subject to the following conditions:
//!
//! The above copyright notice and this permission notice shall be included in
//! all copies or substantial portions of the Software.
//!
//! THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
//! IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
//! FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
//! AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
//! LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
//! OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
//! THE SOFTWARE.
///////////////////////////////////////////////////////////////////////////////////
//! \ref gtc_matrix_transform
//! \file glm/gtc/matrix_transform.hpp
//! \date 2009-04-29 / 2011-05-16
//! \author Christophe Riccio
///////////////////////////////////////////////////////////////////////////////////
//! \sa core (dependence)
//! \sa gtc_matrix_transform
//! \sa gtx_transform
//! \sa gtx_transform2
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @file glm/gtc/matrix_transform.hpp
/// @date 2009-04-29 / 2011-05-16
/// @author Christophe Riccio
///
/// @ref gtc_matrix_transform
/// @see core (dependence)
/// @see gtc_matrix_transform
/// @see gtx_transform
/// @see gtx_transform2
///////////////////////////////////////////////////////////////////////////////////
#ifndef glm_gtc_matrix_transform
@ -41,53 +41,52 @@
# pragma message("GLM: GLM_GTC_matrix_transform extension included")
#endif
namespace glm
{
namespace glm{
namespace test{
bool main_gtc_matrix_transform();
}//namespace test
namespace gtc{
//! GLM_GTC_matrix_transform extension: Add transformation matrices
/// GLM_GTC_matrix_transform extension: Add transformation matrices
namespace matrix_transform
{
/// \addtogroup gtc_matrix_transform
/// @addtogroup gtc_matrix_transform
/// @{
//! Builds a translation 4 * 4 matrix created from a vector of 3 components.
//! \sa - gtc_matrix_transform
//! \sa - gtx_transform:
//! - glm::gtx::transform::translate(T x, T y, T z)
//! - glm::gtx::transform::translate(detail::tmat4x4<T> const & m, T x, T y, T z)
/// Builds a translation 4 * 4 matrix created from a vector of 3 components.
/// @see - gtc_matrix_transform
/// @see - gtx_transform:
/// - @link glm::gtx::transform::translate(T x, T y, T z) translate(T x, T y, T z) @endlink
/// - @link glm::gtx::transform::translate(detail::tmat4x4<T> const & m, T x, T y, T z) translate(mat4x4<T> const & m, T x, T y, T z) @endlink
template <typename T>
detail::tmat4x4<T> translate(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v);
//! Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
//! \sa - gtc_matrix_transform
//! \sa - gtx_transform:
//! - \link glm::gtx::transform::rotate(T angle, T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) \endlink
//! - \link glm::gtx::transform::rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) \endlink
/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
/// @see - gtc_matrix_transform
/// @see - gtx_transform:
/// - @link glm::gtx::transform::rotate(T angle, T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) @endlink
/// - @link glm::gtx::transform::rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
template <typename T>
detail::tmat4x4<T> rotate(
detail::tmat4x4<T> const & m,
T const & angle,
detail::tvec3<T> const & v);
//! Builds a scale 4 * 4 matrix created from 3 scalars.
//! \sa - gtc_matrix_transform
//! \sa - gtx_transform:
//! - \link glm::gtx::transform::scale(T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) \endlink
//! - \link glm::gtx::transform::scale(detail::tmat4x4<T> const & m, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) \endlink
/// Builds a scale 4 * 4 matrix created from 3 scalars.
/// @see - gtc_matrix_transform
/// @see - gtx_transform:
/// - @link glm::gtx::transform::scale(T x, T y, T z) rotate(T const & angle, T const & x, T const & y, T const & z) @endlink
/// - @link glm::gtx::transform::scale(detail::tmat4x4<T> const & m, T x, T y, T z) rotate(mat4x4<T> const & m, T const & angle, T const & x, T const & y, T const & z) @endlink
template <typename T>
detail::tmat4x4<T> scale(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v);
//! Creates a matrix for an orthographic parallel viewing volume.
//! \sa - gtc_matrix_transform:
//! - \link glm::gtc::matrix_transform::ortho(T const & left, T const & right, T const & bottom, T const & top) ortho(T const & left, T const & right, T const & bottom, T const & top) \endlink
/// Creates a matrix for an orthographic parallel viewing volume.
/// @see - gtc_matrix_transform:
/// - @link glm::gtc::matrix_transform::ortho(T const & left, T const & right, T const & bottom, T const & top) ortho(T const & left, T const & right, T const & bottom, T const & top) @endlink
template <typename T>
detail::tmat4x4<T> ortho(
T const & left,
@ -97,9 +96,9 @@ namespace glm
T const & zNear,
T const & zFar);
//! Creates a matrix for projecting two-dimensional coordinates onto the screen.
//! \sa - gtc_matrix_transform:
//! - \link glm::gtc::matrix_transform::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) \endlink
/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
/// @see - gtc_matrix_transform:
/// - @link glm::gtc::matrix_transform::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar) @endlink
template <typename T>
detail::tmat4x4<T> ortho(
T const & left,
@ -107,8 +106,8 @@ namespace glm
T const & bottom,
T const & top);
//! Creates a frustum matrix.
//! \sa - gtc_matrix_transform
/// Creates a frustum matrix.
/// @see - gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> frustum(
T const & left,
@ -118,8 +117,8 @@ namespace glm
T const & nearVal,
T const & farVal);
//! Creates a matrix for a symetric perspective-view frustum.
//! \sa - gtc_matrix_transform
/// Creates a matrix for a symetric perspective-view frustum.
/// @see - gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> perspective(
T const & fovy,
@ -127,8 +126,8 @@ namespace glm
T const & zNear,
T const & zFar);
//! Builds a perspective projection matrix based on a field of view
//! \sa - gtc_matrix_transform
/// Builds a perspective projection matrix based on a field of view
/// @see - gtc_matrix_transform
template <typename valType>
detail::tmat4x4<valType> perspectiveFov(
valType const & fov,
@ -137,20 +136,20 @@ namespace glm
valType const & zNear,
valType const & zFar);
//! Creates a matrix for a symmetric perspective-view frustum with far plane at infinite .
//! \sa - gtc_matrix_transform
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite .
/// @see - gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> infinitePerspective(
T fovy, T aspect, T zNear);
//! Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
//! \sa - gtc_matrix_transform
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
/// @see - gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> tweakedInfinitePerspective(
T fovy, T aspect, T zNear);
//! Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
//! \sa - gtc_matrix_transform
/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
/// @see - gtc_matrix_transform
template <typename T, typename U>
detail::tvec3<T> project(
detail::tvec3<T> const & obj,
@ -158,8 +157,8 @@ namespace glm
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport);
//! Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
//! \sa - gtc_matrix_transform
/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
/// @see - gtc_matrix_transform
template <typename T, typename U>
detail::tvec3<T> unProject(
detail::tvec3<T> const & win,
@ -167,20 +166,20 @@ namespace glm
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport);
//! Define a picking region
//! \sa - gtc_matrix_transform
/// Define a picking region
/// @see - gtc_matrix_transform
template <typename T, typename U>
detail::tmat4x4<T> pickMatrix(
detail::tvec2<T> const & center,
detail::tvec2<T> const & delta,
detail::tvec4<U> const & viewport);
//! Build a look at view matrix.
//! \sa - gtc_matrix_transform:
//! - \link frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)\endlink
//! \param eye Position of the camera
//! \param center Position where the camera is looking at
//! \param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
/// Build a look at view matrix.
/// @see - gtc_matrix_transform:
/// - @link frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) @endlink
/// @param eye Position of the camera
/// @param center Position where the camera is looking at
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
template <typename T>
detail::tmat4x4<T> lookAt(
detail::tvec3<T> const & eye,