[m] Lots of Doxygen fixes/additions - thanks to lfxGroove

This commit is contained in:
billy1arm 2013-06-23 21:43:27 +01:00 committed by Antz
parent b134615f92
commit c94dbc84c2
960 changed files with 5905 additions and 6171 deletions

View file

@ -1,4 +1,4 @@
/*
/**
@file CoordinateFrame.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@ -34,7 +34,7 @@
namespace G3D {
class Any;
/*
/**
A rigid body RT (rotation-translation) transformation.
CoordinateFrame abstracts a 4x4 matrix that maps object space to world space:
@ -90,7 +90,7 @@ public:
bool isIdentity() const;
/*
/**
Initializes to the identity coordinate frame.
*/
CoordinateFrame();
@ -129,7 +129,7 @@ public:
CoordinateFrame(const CoordinateFrame &other) :
rotation(other.rotation), translation(other.translation) {}
/*
/**
Computes the inverse of this coordinate frame.
*/
inline CoordinateFrame inverse() const {
@ -148,13 +148,13 @@ public:
void getXYZYPRDegrees(float& x, float& y, float& z, float& yaw, float& pitch, float& roll) const;
/*
/**
Produces an XML serialization of this coordinate frame.
@deprecated
*/
std::string toXML() const;
/*
/**
Returns the heading of the lookVector as an angle in radians relative to
the world -z axis. That is, a counter-clockwise heading where north (-z)
is 0 and west (-x) is PI/2.
@ -168,7 +168,7 @@ public:
return angle;
}
/*
/**
Takes the coordinate frame into object space.
this->inverse() * c
*/
@ -184,7 +184,7 @@ public:
return Vector4(rotation * Vector3(v.x, v.y, v.z) + translation * v.w, v.w);
}
/*
/**
Transforms the point into world space.
*/
inline Vector3 pointToWorldSpace(const Vector3& v) const {
@ -194,7 +194,7 @@ public:
rotation[2][0] * v[0] + rotation[2][1] * v[1] + rotation[2][2] * v[2] + translation[2]);
}
/*
/**
Transforms the point into object space. Assumes that the rotation matrix is orthonormal.
*/
inline Vector3 pointToObjectSpace(const Vector3& v) const {
@ -209,7 +209,7 @@ public:
rotation[0][2] * p[0] + rotation[1][2] * p[1] + rotation[2][2] * p[2]);
}
/*
/**
Transforms the vector into world space (no translation).
*/
inline Vector3 vectorToWorldSpace(const Vector3& v) const {
@ -224,7 +224,7 @@ public:
Ray toWorldSpace(const Ray& r) const;
/*
/**
Transforms the vector into object space (no translation).
*/
inline Vector3 vectorToObjectSpace(const Vector3 &v) const {
@ -310,7 +310,7 @@ public:
return rotation.column(0);
}
/*
/**
If a viewer looks along the look vector, this is the viewer's "left".
Useful for strafing motions and building alternative coordinate frames.
*/
@ -318,7 +318,7 @@ public:
return -rotation.column(0);
}
/*
/**
Linearly interpolates between two coordinate frames, using
Quat::slerp for the rotations.
*/