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Added see also concept and new header

Christophe Riccio 14 năm trước cách đây
mục cha
commit
0cafee2f53
2 tập tin đã thay đổi với 63 bổ sung32 xóa
  1. 45 23
      glm/gtc/matrix_transform.hpp
  2. 18 9
      glm/gtx/transform.hpp

+ 45 - 23
glm/gtc/matrix_transform.hpp

@@ -1,14 +1,33 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////
-//! OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
-///////////////////////////////////////////////////////////////////////////////////////////////////
-//! Created : 2009-04-29
-//! Updated : 2009-04-29
-//! Licence : This source is under MIT License
+///////////////////////////////////////////////////////////////////////////////////
+//! 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 GLM_GTC_matrix_transform
+//! \date 2009-04-29 / 2011-05-16
 //! \file glm/gtc/matrix_transform.hpp
-///////////////////////////////////////////////////////////////////////////////////////////////////
+//! \author Christophe Riccio
+///////////////////////////////////////////////////////////////////////////////////
 //! Dependency:
-//! - GLM core
-///////////////////////////////////////////////////////////////////////////////////////////////////
+//! - \ref core GLM core
+///////////////////////////////////////////////////////////////////////////////////
 
 #ifndef glm_gtc_matrix_transform
 #define glm_gtc_matrix_transform
@@ -34,14 +53,16 @@ namespace glm
 		///@{
 
 		//! Builds a translation 4 * 4 matrix created from a vector of 3 components.
-		//! From GLM_GTC_matrix_transform extension.
+		//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
+		//! - See also: \link glm::gtx::transform::translate GLM_GTX_transform \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. 
-		//! From GLM_GTC_matrix_transform extension.
+		//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
+		//! - See also: \link glm::gtx::transform::rotate GLM_GTX_transform \endlink
 		template <typename T> 
 		detail::tmat4x4<T> rotate(
 			detail::tmat4x4<T> const & m,
@@ -49,14 +70,15 @@ namespace glm
 			detail::tvec3<T> const & v);
 
 		//! Builds a scale 4 * 4 matrix created from 3 scalars. 
-		//! From GLM_GTC_matrix_transform extension.
+		//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
+		//! - See also: \link glm::gtx::transform::scale GLM_GTX_transform \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 GLM_GTC_matrix_transform extension.
+		//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
 		template <typename T> 
 		detail::tmat4x4<T> ortho(
 			T const & left, 
@@ -67,7 +89,7 @@ namespace glm
 			T const & zFar);
 
 		//! Creates a matrix for projecting two-dimensional coordinates onto the screen.
-		//! From GLM_GTC_matrix_transform extension.
+		//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
         template <typename T> 
 		detail::tmat4x4<T> ortho(
 			T const & left, 
@@ -76,7 +98,7 @@ namespace glm
 			T const & top);
 
 		//! Creates a frustum matrix.
-		//! From GLM_GTC_matrix_transform extension.
+		//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
 		template <typename T> 
 		detail::tmat4x4<T> frustum(
 			T const & left, 
@@ -87,7 +109,7 @@ namespace glm
 			T const & farVal);
 
 		//! Creates a matrix for a symetric perspective-view frustum.
-		//! From GLM_GTC_matrix_transform extension.
+		//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
 		template <typename T> 
 		detail::tmat4x4<T> perspective(
 			T const & fovy, 
@@ -96,7 +118,7 @@ namespace glm
 			T const & zFar);
 
 		//! Builds a perspective projection matrix based on a field of view
-		//! From GLM_GTC_matrix_transform extension.
+		//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
 		template <typename valType> 
 		detail::tmat4x4<valType> perspectiveFov(
 			valType const & fov, 
@@ -106,19 +128,19 @@ namespace glm
 			valType const & zFar);
 
 		//! Creates a matrix for a symmetric perspective-view frustum with far plane at infinite .
-		//! From GLM_GTC_matrix_transform extension.
+		//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
         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 GLM_GTC_matrix_transform extension.
+		//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
         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 GLM_GTC_matrix_transform extension.
+		//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
 		template <typename T, typename U> 
 		detail::tvec3<T> project(
 			detail::tvec3<T> const & obj, 
@@ -127,7 +149,7 @@ namespace glm
 			detail::tvec4<U> const & viewport);
 
 		//! Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
-		//! From GLM_GTC_matrix_transform extension.
+		//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
 		template <typename T, typename U> 
 		detail::tvec3<T> unProject(
 			detail::tvec3<T> const & win, 
@@ -136,7 +158,7 @@ namespace glm
 			detail::tvec4<U> const & viewport);
 
 		//! Define a picking region
-		//! From GLM_GTC_matrix_transform extension.
+		//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
 		template <typename T, typename U> 
 		detail::tmat4x4<T> pickMatrix(
 			detail::tvec2<T> const & center, 
@@ -144,7 +166,7 @@ namespace glm
 			detail::tvec4<U> const & viewport);
 
 		//! Build a look at view matrix.
-		//! From GLM_GTC_matrix_transform extension.
+		//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
 		template <typename T> 
 		detail::tmat4x4<T> lookAt(
 			detail::tvec3<T> const & eye, 

+ 18 - 9
glm/gtx/transform.hpp

@@ -38,40 +38,46 @@ namespace glm
 		///@{
 
 		//! Builds a translation 4 * 4 matrix created from 3 scalars.
-		//! From GLM_GTX_transform extension.
+		//! - From \link gtx_transform GLM_GTX_transform \endlink extension
+		//! - See also: \link glm::gtc::matrix_transform::translate GLM_GTC_matrix_transform \endlink
 		template <typename T> 
 		detail::tmat4x4<T> translate(
 			T x, T y, T z);
 		
 		//! Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars. 
-		//! From GLM_GTX_transform extension.
+		//! - From \link gtx_transform GLM_GTX_transform \endlink extension
+		//! - See also: \link glm::gtc::matrix_transform::translate GLM_GTC_matrix_transform \endlink
 		template <typename T> 
 		detail::tmat4x4<T> translate(
 			detail::tmat4x4<T> const & m, 
 			T x, T y, T z);
 		
 		//! Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars. 
-		//! From GLM_GTX_transform extension.
+		//! - From \link gtx_transform GLM_GTX_transform \endlink extension
+		//! - See also: \link glm::gtc::matrix_transform::translate GLM_GTC_matrix_transform \endlink
 		template <typename T> 
 		detail::tmat4x4<T> translate(
 			detail::tvec3<T> const & v);
 
 		//! Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees. 
-		//! From GLM_GTX_transform extension.
+		//! - From \link gtx_transform GLM_GTX_transform \endlink extension
+		//! - See also: \link glm::gtc::matrix_transform::rotate GLM_GTC_matrix_transform \endlink
 		template <typename T> 
 		detail::tmat4x4<T> rotate(
 			T angle, 
 			T x, T y, T z);
 
 		//! Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees. 
-		//! From GLM_GTX_transform extension.
+		//! - From \link gtx_transform GLM_GTX_transform \endlink extension
+		//! - See also: \link glm::gtc::matrix_transform::rotate GLM_GTC_matrix_transform \endlink
 		template <typename T> 
 		detail::tmat4x4<T> rotate(
 			T angle, 
 			detail::tvec3<T> const & v);
 
 		//! Transforms a matrix with a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in degrees. 
-		//! From GLM_GTX_transform extension.
+		//! - From \link gtx_transform GLM_GTX_transform \endlink extension
+		//! - See also: \link glm::gtc::matrix_transform::rotate GLM_GTC_matrix_transform \endlink
 		template <typename T> 
 		detail::tmat4x4<T> rotate(
 			detail::tmat4x4<T> const & m, 
@@ -79,20 +85,23 @@ namespace glm
 			T x, T y, T z);
 		
 		//! Builds a scale 4 * 4 matrix created from 3 scalars. 
-		//! From GLM_GTX_transform extension.
+		//! - From \link gtx_transform GLM_GTX_transform \endlink extension
+		//! - See also: \link glm::gtc::matrix_transform::scale GLM_GTC_matrix_transform \endlink
 		template <typename T> 
 		detail::tmat4x4<T> scale(
 			T x, T y, T z);
 		
 		//! Transforms a matrix with a scale 4 * 4 matrix created from 3 scalars.
-		//! From GLM_GTX_transform extension.
+		//! - From \link gtx_transform GLM_GTX_transform \endlink extension
+		//! - See also: \link glm::gtc::matrix_transform::scale GLM_GTC_matrix_transform \endlink
 		template <typename T> 
 		detail::tmat4x4<T> scale(
 			detail::tmat4x4<T> const & m, 
 			T x, T y, T z);
 
 		//! Transforms a matrix with a scale 4 * 4 matrix created from a vector of 3 components.
-		//! From GLM_GTX_transform extension.
+		//! - From \link gtx_transform GLM_GTX_transform \endlink extension
+		//! - See also: \link glm::gtc::matrix_transform::scale GLM_GTC_matrix_transform \endlink
 		template <typename T> 
 		detail::tmat4x4<T> scale(
 			detail::tvec3<T> const & v);