Improved doxygens see also

This commit is contained in:
Christophe Riccio 2011-05-16 17:49:47 +01:00
parent db651b1845
commit b02f491cec
3 changed files with 43 additions and 35 deletions

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@ -10,7 +10,7 @@
**/
/*!
\defgroup gtc_half_float GLM_GTC_half_float: Half-precision floating-point based types and functions.
\defgroup gtc_half_float GLM_GTC_half_float: Half-precision floating-point based types and functions
\ingroup gtc
Defines the half-precision floating-point type, along with various typedefs for vectors and matrices.
@ -18,7 +18,7 @@
**/
/*!
\defgroup gtc_matrix_access GLM_GTC_matrix_access: Access matrix rows and columns.
\defgroup gtc_matrix_access GLM_GTC_matrix_access: Access matrix rows and columns
\ingroup gtc
Defines functions to access rows or columns of a matrix easily.
@ -26,7 +26,7 @@
**/
/*!
\defgroup gtc_matrix_integer GLM_GTC_matrix_integer: Integer matrix types.
\defgroup gtc_matrix_integer GLM_GTC_matrix_integer: Integer matrix types
\ingroup gtc
Defines a number of matrices with integer types.
@ -42,7 +42,7 @@
**/
/*!
\defgroup gtc_matrix_transform GLM_GTC_matrix_transform: Matrix transform functions.
\defgroup gtc_matrix_transform GLM_GTC_matrix_transform: Matrix transform functions
\ingroup gtc
\brief Defines functions that generate common transformation matrices.
@ -66,7 +66,7 @@
**/
/*!
\defgroup gtc_type_precision GLM_GTC_type_precision: Vector and matrix types with defined precisions.
\defgroup gtc_type_precision GLM_GTC_type_precision: Vector and matrix types with defined precisions
\ingroup gtc
\brief Defines specific C++-based precision types.
@ -78,7 +78,7 @@
**/
/*!
\defgroup gtc_type_ptr GLM_GTC_type_ptr: Memory layout access.
\defgroup gtc_type_ptr GLM_GTC_type_ptr: Memory layout access
\ingroup gtc
\brief Used to get a pointer to the memory layout of a basic type.

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@ -20,13 +20,15 @@
//! OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
//! THE SOFTWARE.
///////////////////////////////////////////////////////////////////////////////////
//! \ref gtc_matrix_transform GLM_GTC_matrix_transform
//! \date 2009-04-29 / 2011-05-16
//! \ref gtc_matrix_transform
//! \file glm/gtc/matrix_transform.hpp
//! \date 2009-04-29 / 2011-05-16
//! \author Christophe Riccio
///////////////////////////////////////////////////////////////////////////////////
//! Dependency:
//! - \link core GLM core \endlink
//! \sa core (dependence)
//! \sa gtc_matrix_transform
//! \sa gtx_transform
//! \sa gtx_transform2
///////////////////////////////////////////////////////////////////////////////////
#ifndef glm_gtc_matrix_transform
@ -53,8 +55,8 @@ namespace glm
///@{
//! Builds a translation 4 * 4 matrix created from a vector of 3 components.
//! \sa
//! - \link gtx_transform GLM_GTX_transform \endlink extension
//! \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)
template <typename T>
@ -63,10 +65,10 @@ namespace glm
detail::tvec3<T> const & v);
//! Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
//! \sa
//! - \link gtx_transform GLM_GTX_transform \endlink extension
//! - glm::gtx::transform::rotate(T angle, T x, T y, T z)
//! - glm::gtx::transform::rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z)
//! \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
template <typename T>
detail::tmat4x4<T> rotate(
detail::tmat4x4<T> const & m,
@ -74,15 +76,18 @@ namespace glm
detail::tvec3<T> const & v);
//! Builds a scale 4 * 4 matrix created from 3 scalars.
//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
//! - See also: \link glm::gtx::transform::scale GLM_GTX_transform \endlink
//! \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
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.
//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
//! \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
template <typename T>
detail::tmat4x4<T> ortho(
T const & left,
@ -93,7 +98,8 @@ namespace glm
T const & zFar);
//! Creates a matrix for projecting two-dimensional coordinates onto the screen.
//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
//! \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
template <typename T>
detail::tmat4x4<T> ortho(
T const & left,
@ -102,7 +108,7 @@ namespace glm
T const & top);
//! Creates a frustum matrix.
//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
//! \sa - gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> frustum(
T const & left,
@ -113,7 +119,7 @@ namespace glm
T const & farVal);
//! Creates a matrix for a symetric perspective-view frustum.
//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
//! \sa - gtc_matrix_transform
template <typename T>
detail::tmat4x4<T> perspective(
T const & fovy,
@ -122,7 +128,7 @@ namespace glm
T const & zFar);
//! Builds a perspective projection matrix based on a field of view
//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
//! \sa - gtc_matrix_transform
template <typename valType>
detail::tmat4x4<valType> perspectiveFov(
valType const & fov,
@ -132,19 +138,19 @@ namespace glm
valType const & zFar);
//! Creates a matrix for a symmetric perspective-view frustum with far plane at infinite .
//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
//! \sa - 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.
//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
//! \sa - 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.
//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
//! \sa - gtc_matrix_transform
template <typename T, typename U>
detail::tvec3<T> project(
detail::tvec3<T> const & obj,
@ -153,7 +159,7 @@ namespace glm
detail::tvec4<U> const & viewport);
//! Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
//! \sa - gtc_matrix_transform
template <typename T, typename U>
detail::tvec3<T> unProject(
detail::tvec3<T> const & win,
@ -162,7 +168,7 @@ namespace glm
detail::tvec4<U> const & viewport);
//! Define a picking region
//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
//! \sa - gtc_matrix_transform
template <typename T, typename U>
detail::tmat4x4<T> pickMatrix(
detail::tvec2<T> const & center,
@ -170,7 +176,8 @@ namespace glm
detail::tvec4<U> const & viewport);
//! Build a look at view matrix.
//! \sa frustum()
//! \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)

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@ -20,14 +20,15 @@
//! OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
//! THE SOFTWARE.
///////////////////////////////////////////////////////////////////////////////////
//! \ref gtc_matrix_transform GLM_GTC_matrix_transform
//! \date 2005-12-21 / 2011-05-16
//! \ref gtx_transform
//! \file glm/gtx/transform.hpp
//! \date 2005-12-21 / 2011-05-16
//! \author Christophe Riccio
///////////////////////////////////////////////////////////////////////////////////
//! Dependency:
//! - \link core GLM core \endlink
//! - \link gtc_matrix_transform GLM_GTC_matric_transform \endlink
//! \sa core (dependence)
//! \sa gtc_matrix_transform (dependence)
//! \sa gtx_transform
//! \sa gtx_transform2
///////////////////////////////////////////////////////////////////////////////////
#ifndef glm_gtx_transform