[ 2503202 ] Doc fixes. Thanks to Andy Maloney for the patch!

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@294 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2009-01-13 18:58:07 +00:00
parent 607356a844
commit d416a5d7b6
31 changed files with 207 additions and 167 deletions

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@ -489,8 +489,7 @@ SHOW_DIRECTORIES = NO
SHOW_FILES = YES
# Set the SHOW_NAMESPACES tag to NO to disable the generation of the
# Namespaces page.
# This will remove the Namespaces entry from the Quick Index
# Namespaces page. This will remove the Namespaces entry from the Quick Index
# and from the Folder Tree View (if specified). The default is YES.
SHOW_NAMESPACES = YES
@ -557,7 +556,7 @@ WARN_NO_PARAMDOC = NO
# $version, which will be replaced by the version of the file (if it could
# be obtained via FILE_VERSION_FILTER)
WARN_FORMAT = "$file:$line: $text "
WARN_FORMAT = "$file:$line: $text"
# The WARN_LOGFILE tag can be used to specify a file to which warning
# and error messages should be written. If left blank the output is written
@ -644,7 +643,8 @@ EXCLUDE_SYMLINKS = NO
# against the file with absolute path, so to exclude all test directories
# for example use the pattern */test/*
EXCLUDE_PATTERNS =
EXCLUDE_PATTERNS = */.svn/* \
*/.svn
# The EXCLUDE_SYMBOLS tag can be used to specify one or more symbol names
# (namespaces, classes, functions, etc.) that should be excluded from the
@ -685,17 +685,14 @@ IMAGE_PATH =
# by executing (via popen()) the command <filter> <input-file>, where <filter>
# is the value of the INPUT_FILTER tag, and <input-file> is the name of an
# input file. Doxygen will then use the output that the filter program writes
# to standard output.
# If FILTER_PATTERNS is specified, this tag will be
# to standard output. If FILTER_PATTERNS is specified, this tag will be
# ignored.
INPUT_FILTER =
# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern
# basis.
# Doxygen will compare the file name with each pattern and apply the
# filter if there is a match.
# The filters are a list of the form:
# basis. Doxygen will compare the file name with each pattern and apply the
# filter if there is a match. The filters are a list of the form:
# pattern=filter (like *.cpp=my_cpp_filter). See INPUT_FILTER for further
# info on how filters are used. If FILTER_PATTERNS is empty, INPUT_FILTER
# is applied to all files.
@ -745,8 +742,7 @@ REFERENCES_RELATION = NO
# If the REFERENCES_LINK_SOURCE tag is set to YES (the default)
# and SOURCE_BROWSER tag is set to YES, then the hyperlinks from
# functions in REFERENCES_RELATION and REFERENCED_BY_RELATION lists will
# link to the source code.
# Otherwise they will link to the documentation.
# link to the source code. Otherwise they will link to the documentation.
REFERENCES_LINK_SOURCE = YES
@ -1216,10 +1212,8 @@ GENERATE_PERLMOD = NO
PERLMOD_LATEX = NO
# If the PERLMOD_PRETTY tag is set to YES the Perl module output will be
# nicely formatted so it can be parsed by a human reader.
# This is useful
# if you want to understand what is going on.
# On the other hand, if this
# nicely formatted so it can be parsed by a human reader. This is useful
# if you want to understand what is going on. On the other hand, if this
# tag is set to NO the size of the Perl module output will be much smaller
# and Perl will parse it just the same.
@ -1281,14 +1275,16 @@ INCLUDE_FILE_PATTERNS =
# undefined via #undef or recursively expanded use the := operator
# instead of the = operator.
PREDEFINED = ASSIMP_DOXYGEN_BUILD=1
PREDEFINED = ASSIMP_DOXYGEN_BUILD=1 \
__cplusplus
# If the MACRO_EXPANSION and EXPAND_ONLY_PREDEF tags are set to YES then
# this tag can be used to specify a list of macro names that should be expanded.
# The macro definition that is found in the sources will be used.
# Use the PREDEFINED tag if you want to use a different macro definition.
EXPAND_AS_DEFINED = C_STRUCT C_ENUM
EXPAND_AS_DEFINED = C_STRUCT \
C_ENUM
# If the SKIP_FUNCTION_MACROS tag is set to YES (the default) then
# doxygen's preprocessor will remove all function-like macros that are alone
@ -1306,10 +1302,8 @@ SKIP_FUNCTION_MACROS = YES
# Optionally an initial location of the external documentation
# can be added for each tagfile. The format of a tag file without
# this location is as follows:
#
# TAGFILES = file1 file2 ...
# Adding location for the tag files is done as follows:
#
# TAGFILES = file1=loc1 "file2 = loc2" ...
# where "loc1" and "loc2" can be relative or absolute paths or
# URLs. If a location is present for each tag, the installdox tool

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@ -38,6 +38,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file DefaultLogger.h
*/
#ifndef INCLUDED_AI_DEFAULTLOGGER
#define INCLUDED_AI_DEFAULTLOGGER
@ -63,15 +66,15 @@ class ASSIMP_API DefaultLogger :
public:
/** @brief Creates a default logging instance (DefaultLogger)
* @param name Name for logfile. Only valid in combination
* @param name Name for log file. Only valid in combination
* with the DLS_FILE flag.
* @param severity Log severity, VERBOSE will activate debug messages
* @param defStreams Default log streams to be attached. Bitwise
* combination of the DefaultLogStreams enumerated
* values. If DLS_FILE is specified, but an empty
* string is passed for 'name' no logfile is created.
* string is passed for 'name' no log file is created.
* @param io IOSystem to be used to open external files (such as the
* logfile). Pass NULL for the default implementation.
* log file). Pass NULL for the default implementation.
*
* This replaces the default NullLogger with a DefaultLogger instance.
*/
@ -103,8 +106,7 @@ public:
*/
static bool isNullLogger();
/** @brief Will kill the singleton instance and setup a NullLogger as
logger */
/** @brief Will kill the singleton instance and setup a NullLogger as logger */
static void kill();
@ -122,7 +124,7 @@ public:
/** @brief Logs an error message */
void error(const std::string &message);
/** @drief Severity setter */
/** @brief Severity setter */
void setLogSeverity(LogSeverity log_severity);
/** @brief Attach a stream to the logger. */

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@ -38,8 +38,9 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file File I/O wrappers for C++.
*/
/** @file IOStream.h
* @brief File I/O wrappers for C++.
*/
#ifndef AI_IOSTREAM_H_INC
#define AI_IOSTREAM_H_INC

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@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Filesystem wrapper for C++. Inherit this class to supply
/** @file IOSystem.h
* @brief File system wrapper for C++. Inherit this class to supply
* custom file handling logic to the Import library.
*/
@ -69,7 +70,7 @@ class ASSIMP_API IOSystem
{
public:
/** @brief Constructor. Create an instance of your derived class and
* assign it to a #Importer instance by calling Importer::SetIOHandler().
* assign it to an #Importer instance by calling Importer::SetIOHandler().
*/
IOSystem();
@ -103,7 +104,7 @@ public:
* @return New IOStream interface allowing the lib to access
* the underlying file.
* @note When implementing this class to provide custom IO handling,
* you propably have to supply an own implementation of IOStream as well.
* you probably have to supply an own implementation of IOStream as well.
*/
virtual IOStream* Open(
const std::string& pFile,

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@ -38,7 +38,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Abstract base class 'LogStream', representing an output log stream.
/** @file LogStream.h
* @brief Abstract base class 'LogStream', representing an output log stream.
*/
#ifndef INCLUDED_AI_LOGSTREAM_H
@ -97,7 +98,7 @@ public:
* @param name For DLS_FILE: name of the output file
* @param io For DLS_FILE: IOSystem to be used to open the output file.
* Pass NULL for the default implementation.
* @return New LogStream instance - you're resposible for it's destruction!
* @return New LogStream instance - you're responsible for it's destruction!
*/
static LogStream* createDefaultStream(DefaultLogStreams streams,
const std::string& name = "AssimpLog.txt",

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@ -38,7 +38,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Abstract base class 'Logger', base of the logging system.
/** @file Logger.h
* @brief Abstract base class 'Logger', base of the logging system.
*/
#ifndef INCLUDED_AI_LOGGER_H
@ -58,7 +59,7 @@ class ASSIMP_API Logger : public Intern::AllocateFromAssimpHeap
{
public:
/** @enum LogSeverity
* @brief Log severity to descripe the granularity of logging.
* @brief Log severity to describe the granularity of logging.
*
* This is a general property of a Logger instance, NORMAL means
* that debug messages are rejected immediately.
@ -72,7 +73,7 @@ public:
/** @enum ErrorSeverity
* @brief Description for severity of a log message.
*
* Every LogStream has a bitwide combination of these flags.
* Every LogStream has a bitwise combination of these flags.
* A LogStream doesn't receive any messages of a specific type
* if it doesn't specify the corresponding ErrorSeverity flag.
*/
@ -115,7 +116,7 @@ public:
/** @brief Attach a new logstream
*
* The logger takes ownership of the stream and is resposible
* The logger takes ownership of the stream and is responsible
* for its destruction (which is done when the logger itself
* is destroyed). Call detachStream to detach a stream and to
* gain ownership of it again.
@ -128,8 +129,8 @@ public:
unsigned int severity = DEBUGGING | ERR | WARN | INFO) = 0;
/** @brief Detach a still attached stream from the logger (or
* modifiy the filter flags bits)
* @param pStream Logstream instance for detatching
* modify the filter flags bits)
* @param pStream Logstream instance for detaching
* @param severity Provide a bitwise combination of the ErrorSeverity
* flags. This value is &~ed with the current flags of the stream,
* if the result is 0 the stream is detached from the Logger and

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@ -38,6 +38,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file NullLogger.h
*/
#if (!defined AI_NULLLOGGER_H_INCLUDED)
#define AI_NULLLOGGER_H_INCLUDED

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@ -39,8 +39,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines the data structures in which the imported animations
are returned. */
/** @file aiAnim.h
* @brief Defines the data structures in which the imported animations
* are returned.
*/
#ifndef AI_ANIM_H_INC
#define AI_ANIM_H_INC
@ -154,7 +156,7 @@ enum aiAnimBehaviour
* are given in three separate series of values, one each for position,
* rotation and scaling. The transformation matrix computed from these
* values replaces the node's original transformation matrix at a
* spefific time. The order in which the transformations are applied is
* specific time. The order in which the transformations are applied is
* - as usual - scaling, rotation, translation.
*
* @note All keys are returned in their correct, chronological order.
@ -213,7 +215,7 @@ struct aiNodeAnim
C_ENUM aiAnimBehaviour mPreState;
/** Defines how the animation behaves after the last
* kway was processed.
* key was processed.
*
* The default value is aiAnimBehaviour_DEFAULT (the original
* transformation matrix of the affected node is taken).
@ -245,7 +247,7 @@ struct aiNodeAnim
*/
struct aiAnimation
{
/** The name of the animation. If the modelling package this data was
/** The name of the animation. If the modeling package this data was
* exported from does support only a single animation channel, this
* name is usually empty (length is zero).
*/

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@ -1,3 +1,5 @@
/** @file aiAssert.h
*/
#ifndef AI_DEBUG_H_INC
#define AI_DEBUG_H_INC

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@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines the aiCamera data structure
/** @file aiCamera.h
* @brief Defines the aiCamera data structure
*/
#ifndef AI_CAMERA_H_INC

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@ -39,8 +39,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines constants for configurable properties and helper
functions to determine the version of the Assimp library being used */
/** @file aiConfig.h
* @brief Defines constants for configurable properties and helper
functions to determine the version of the Assimp library being used
*/
#ifndef __AI_CONFIG_H_INC__
#define __AI_CONFIG_H_INC__
@ -88,7 +90,7 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
/** @brief Set the maximum number of vertices in a mesh.
*
* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
* whether a mesh must be splitted or not.
* whether a mesh must be split or not.
* @note The default value is AI_SLM_DEFAULT_MAX_VERTICES, defined in
* the internal header file SplitLargeMeshes.h
* Property type: integer.
@ -100,7 +102,7 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
/** @brief Set the maximum number of triangles in a mesh.
*
* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
* whether a mesh must be splitted or not.
* whether a mesh must be split or not.
* @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES, defined in
* the internal header file SplitLargeMeshes.h
* Property type: integer.
@ -124,7 +126,7 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
*
* ASSIMP does not support vertex keyframes (only bone animation is supported).
* The library reads only one frame of models with vertex animations.
* By default this is the first frame´.
* By default this is the first frame.
* \note The default value is 0. This option applies to all importers.
* However, it is also possible to override the global setting
* for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
@ -202,12 +204,12 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
/** @brief Specifies the maximum angle that may be between two face normals
* at the same vertex position that their are smoothed together.
*
* Sometimes also refered to as 'crease angle'.
* Sometimes referred to as 'crease angle'.
* This applies to the GenSmoothNormals-Step. The angle is specified
* in degrees, so 180 is PI. The default value is 175 degrees (all vertex
* normals are smoothed). The maximum value is 175. Property type: float.
* Warning: seting this option may cause a severe loss of performance. The
* performance is unaffacted if the AI_CONFIG_FAVOUR_SPEED flag is set, but
* Warning: setting this option may cause a severe loss of performance. The
* performance is unaffected if the AI_CONFIG_FAVOUR_SPEED flag is set, but
* the output quality may be reduced.
*/
#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE "pp.gsn.max_smoothing"
@ -218,7 +220,7 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
* This is an input parameter to the OptimizeGraph-Step.
*
* Nodes whose referenced meshes have less faces than this value
* are propably joined with neighbors with identical local matrices.
* are probably joined with neighbors with identical local matrices.
* However, it is just a hint to the step.
* Property type: integer
*/
@ -227,7 +229,7 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
// ---------------------------------------------------------------------------
/** @brief Specifies whether the OptimizeGraphProcess joins nodes even if
* their local transformations are inequal.
* their local transformations are not equal.
*
* By default, nodes with different local transformations are never joined.
* The intention is that all vertices should remain in their original
@ -265,11 +267,11 @@ enum aiComponent
aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
//! ALL color sets
//! Use aiComponent_COLORn(N) to specifiy the N'th set
//! Use aiComponent_COLORn(N) to specify the N'th set
aiComponent_COLORS = 0x8,
//! ALL texture UV sets
//! aiComponent_TEXCOORDn(N) to specifiy the N'th set
//! aiComponent_TEXCOORDn(N) to specify the N'th set
aiComponent_TEXCOORDS = 0x10,
//! Removes all bone weights from all meshes.
@ -341,13 +343,13 @@ enum aiComponent
#define AI_CONFIG_PP_SBP_REMOVE "pp.sbp.remove"
// TransformUVCoords evalutes UV scalings
// TransformUVCoords evaluates UV scalings
#define AI_UVTRAFO_SCALING 0x1
// TransformUVCoords evalutes UV rotations
// TransformUVCoords evaluates UV rotations
#define AI_UVTRAFO_ROTATION 0x2
// TransformUVCoords evalutes UV translation
// TransformUVCoords evaluates UV translation
#define AI_UVTRAFO_TRANSLATION 0x4
// Everything baked together -> default value

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@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** Assimp build configuration setup. See the notes in the comment
/** @file aiDefines.h
* @brief Assimp build configuration setup. See the notes in the comment
* blocks to find out how you can customize your Assimp build.
*/

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@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines generic routines to access memory-mapped files
/** @file aiFileIO.h
* @brief Defines generic routines to access memory-mapped files
*/
#ifndef AI_FILEIO_H_INC

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@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines the aiLight data structure
/** @file aiLight.h
* @brief Defines the aiLight data structure
*/
#ifndef __AI_LIGHT_H_INC__
@ -64,11 +65,11 @@ enum aiLightSourceType
aiLightSource_DIRECTIONAL = 0x1,
//! A point light source has a well-defined position
//! in space but no direction - it emmits light in all
//! in space but no direction - it emits light in all
//! directions. A normal bulb is a point light.
aiLightSource_POINT = 0x2,
//! A spot light source emmits light in a specific
//! A spot light source emits light in a specific
//! angle. It has a position and a direction it is pointing to.
//! A good example for a spot light is a light spot in
//! sport arenas.
@ -106,7 +107,7 @@ struct aiLight
/** The type of the light source.
*
* aiLightSource_UNDEFINED is nto a valid value for this member.
* aiLightSource_UNDEFINED is not a valid value for this member.
*/
C_ENUM aiLightSourceType mType;

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@ -39,8 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines the material system of the library
*
/** @file aiMaterial.h
* @brief Defines the material system of the library
*/
#ifndef AI_MATERIAL_H_INC
@ -63,7 +63,7 @@ enum aiPropertyTypeInfo
{
/** Array of single-precision (32 Bit) floats
*
* It is possibe to use aiGetMaterialInteger[Array]() (or the C++-API
* It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
* aiMaterial::Get()) to query properties stored in floating-point format.
* The material system performs the type conversion automatically.
*/
@ -78,7 +78,7 @@ enum aiPropertyTypeInfo
/** Array of (32 Bit) integers
*
* It is possibe to use aiGetMaterialFloat[Array]() (or the C++-API
* It is possible to use aiGetMaterialFloat[Array]() (or the C++-API
* aiMaterial::Get()) to query properties stored in integer format.
* The material system performs the type conversion automatically.
*/
@ -320,7 +320,7 @@ enum aiShadingMode
*/
aiShadingMode_Flat = 0x1,
/** Diffuse gouraud shading. Shading on per-vertex base
/** Diffuse Gouraud shading. Shading on per-vertex base
*/
aiShadingMode_Gouraud = 0x2,
@ -334,7 +334,7 @@ enum aiShadingMode
/** Diffuse/Specular Phong-Blinn-Shading
*
* Shading is applied on per-pixel base. This is a little
* bit faster than phong and in some cases even
* bit faster than Phong and in some cases even
* more realistic
*/
aiShadingMode_Blinn = 0x4,
@ -348,7 +348,7 @@ enum aiShadingMode
/** OrenNayar-Shading per pixel
*
* Extension to standard lambertian shading, taking the
* Extension to standard Lambertian shading, taking the
* roughness of the material into account
*
*/
@ -356,7 +356,7 @@ enum aiShadingMode
/** Minnaert-Shading per pixel
*
* Extension to standard lambertian shading, taking the
* Extension to standard Lambertian shading, taking the
* "darkness" of the material into account
*/
aiShadingMode_Minnaert = 0x7,
@ -536,7 +536,7 @@ public:
// -------------------------------------------------------------------
/** @brief Helper function to get a texture from a material.
*
* This function is provided just for convinience, you could also
* This function is provided just for convenience, you could also
* read the single material properties manually.
* @param type Specifies the type of the texture to be retrieved (
* e.g. diffuse, specular, height map ...)
@ -640,7 +640,7 @@ extern "C" {
/** @def AI_MATKEY_SHININESS
* Defines the base shininess of the material
* This is the exponent of the phong shading equation.
* This is the exponent of the Phong shading equation.
* <br>
* <b>Type:</b> float<br>
* <b>Default value:</b> 0.0f <br>
@ -1099,8 +1099,7 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialProperty(
*
* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
* example reads the AI_MATKEY_UVTRANSFORM property of the first diffuse texture)
* @begincode
*
* @code
* aiUVTransform trafo;
* unsigned int max = sizeof(aiUVTransform);
* if (AI_SUCCESS != aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,0),
@ -1138,8 +1137,7 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialFloatArray(
*
* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
* example reads the AI_MATKEY_SPECULAR_STRENGTH property of the first diffuse texture)
* @begincode
*
* @code
* float specStrength = 1.f; // default value, remains unmodified if we fail.
* aiGetMaterialFloat(mat, AI_MATKEY_SPECULAR_STRENGTH,
* (float*)&specStrength);
@ -1243,7 +1241,7 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
// ---------------------------------------------------------------------------
/** @brief Helper function to get a texture from a material structure.
*
* This function is provided just for convinience.
* This function is provided just for convenience.
* @param mat Pointer to the input material. May not be NULL
* @param index Index of the texture to retrieve. If the index is too
* large the function fails.

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@ -39,8 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines the material system of the library
*
/** @file aiMaterial.inl
* @brief Defines the material system of the library
*/
#ifndef AI_MATERIAL_INL_INC

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@ -39,7 +39,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Definition of a 3x3 matrix, including operators when compiling in C++ */
/** @file aiMatrix3x3.h
* @brief Definition of a 3x3 matrix, including operators when compiling in C++
*/
#ifndef AI_MATRIX3x3_H_INC
#define AI_MATRIX3x3_H_INC

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@ -1,4 +1,6 @@
/** @file Inline implementation of the 3x3 matrix operators */
/** @file aiMatrix3x3.inl
* @brief Inline implementation of the 3x3 matrix operators
*/
#ifndef AI_MATRIX3x3_INL_INC
#define AI_MATRIX3x3_INL_INC

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@ -38,7 +38,9 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 4x4 matrix structure, including operators when compiling in C++ */
/** @file aiMatrix4x4.h
* @brief 4x4 matrix structure, including operators when compiling in C++
*/
#ifndef AI_MATRIX4X4_H_INC
#define AI_MATRIX4X4_H_INC
@ -53,7 +55,7 @@ struct aiQuaternion;
// ---------------------------------------------------------------------------
/** Represents a row-major 4x4 matrix,
* use this for homogenious coordinates
* use this for homogeneous coordinates
*/
// ---------------------------------------------------------------------------
struct aiMatrix4x4

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@ -1,4 +1,6 @@
/** @file Inline implementation of the 4x4 matrix operators */
/** @file aiMatrix4x4.inl
* @brief Inline implementation of the 4x4 matrix operators
*/
#ifndef AI_MATRIX4x4_INL_INC
#define AI_MATRIX4x4_INL_INC

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@ -39,8 +39,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Declares the data structures in which the imported geometry is
returned by ASSIMP: aiMesh, aiFace and aiBone data structures. */
/** @file aiMesh.h
* @brief Declares the data structures in which the imported geometry is
returned by ASSIMP: aiMesh, aiFace and aiBone data structures.
*/
#ifndef INCLUDED_AI_MESH_H
#define INCLUDED_AI_MESH_H
@ -278,7 +280,7 @@ enum aiPrimitiveType
*
* A triangle is a polygon, but polygon in this context means
* "all polygons that are not triangles". The "Triangulate"-Step
* is provided for your convinience, it splits all polygons in
* is provided for your convenience, it splits all polygons in
* triangles (which are much easier to handle).
*/
aiPrimitiveType_POLYGON = 0x8,
@ -403,8 +405,8 @@ struct aiMesh
*/
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
/** The faces the mesh is contstructed from.
* Each face referres to a number of vertices by their indices.
/** The faces the mesh is constructed from.
* Each face refers to a number of vertices by their indices.
* This array is always present in a mesh, its size is given
* in mNumFaces. If the AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
* is NOT set each face references an unique set of vertices.

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@ -38,7 +38,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Definitions for import post processing steps */
/** @file aiPostProcess.h
* @brief Definitions for import post processing steps
*/
#ifndef AI_POSTPROCESS_H_INC
#define AI_POSTPROCESS_H_INC
@ -62,7 +64,7 @@ enum aiPostProcessSteps
/** Identifies and joins identical vertex data sets within all imported meshes.
* After this step is run each mesh does contain only unique vertices anymore,
* so a vertex is possibly used by multiple faces. You propably always want
* so a vertex is possibly used by multiple faces. You usually want
* to use this post processing step.*/
aiProcess_JoinIdenticalVertices = 2,
@ -92,7 +94,7 @@ enum aiPostProcessSteps
* The components to be removed are specified in a separate
* configuration option, #AI_CONFIG_PP_RVC_FLAGS. This is quite useful
* if you don't need all parts of the output structure. Especially vertex
* colors are rarely used today ... . Calling this step to exclude unrequired
* colors are rarely used today ... . Calling this step to exclude non-required
* stuff from the pipeline as early as possible results in an increased
* performance and a better optimized output data structure.
* This step is also useful if you want to force Assimp to recompute
@ -128,10 +130,10 @@ enum aiPostProcessSteps
*/
aiProcess_SplitLargeMeshes = 0x80,
/** Removes the node graph and pretransforms all vertices with
/** Removes the node graph and pre-transforms all vertices with
* the local transformation matrices of their nodes. The output
* scene does still contain nodes, however, there is only a
* root node with childs, each one referencing only one mesh,
* root node with children, each one referencing only one mesh,
* each mesh referencing one material. For rendering, you can
* simply render all meshes in order, you don't need to pay
* attention to local transformations and the node hierarchy.
@ -188,7 +190,7 @@ enum aiPostProcessSteps
* the volume of the bounding box of all vertices without their normals.
* This works well for most objects, problems might occur with planar
* surfaces. However, the step tries to filter such cases.
* The step inverts all infacing normals. Generally it is recommended
* The step inverts all in-facing normals. Generally it is recommended
* to enable this step, although the result is not always correct.
*/
aiProcess_FixInfacingNormals = 0x2000,
@ -211,7 +213,7 @@ enum aiPostProcessSteps
aiProcess_OptimizeGraph = 0x4000,
/** This step splits meshes with more than one primitive type in
* homogenous submeshes.
* homogeneous submeshes.
*
* The step is executed after the triangulation step. After the step
* returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
@ -244,11 +246,11 @@ enum aiPostProcessSteps
* cylindrical) to proper UV mapping channels.
*
* Most applications will support UV mapping only, so you will
* propably want to specify this step in every case.
* probably want to specify this step in every case.
*/
aiProcess_GenUVCoords = 0x40000,
/** This step pretransforms UV coordinates by the UV transformations
/** This step pre-transforms UV coordinates by the UV transformations
* (such as scalings or rotations).
*
* UV transformations are specified per-texture - see the
@ -256,7 +258,7 @@ enum aiPostProcessSteps
* This step finds all textures with transformed input UV
* coordinates and generates a new, transformed, UV channel for it.
* Most applications won't support UV transformations, so you will
* propably want to specify this step in every case.
* probably want to specify this step in every case.
*/
aiProcess_TransformUVCoords = 0x80000
};

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@ -38,7 +38,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Quaternion structure, including operators when compiling in C++ */
/** @file aiQuaternion.h
* @brief Quaternion structure, including operators when compiling in C++
*/
#ifndef AI_QUATERNION_H_INC
#define AI_QUATERNION_H_INC

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@ -39,7 +39,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines the data structures in which the imported scene is returned. */
/** @file aiScene.h
* @brief Defines the data structures in which the imported scene is returned.
*/
#ifndef __AI_SCENE_H_INC__
#define __AI_SCENE_H_INC__
@ -61,8 +63,8 @@ extern "C" {
*
* Each node has name, a parent node (except for the root node),
* a transformation relative to its parent and possibly several child nodes.
* Simple file formats don't support hierarchical structures, for these formats
* the imported scene does consist of only a single root node with no childs.
* Simple file formats don't support hierarchical structures - for these formats
* the imported scene does consist of only a single root node without children.
*/
// ---------------------------------------------------------------------------
struct aiNode
@ -130,7 +132,7 @@ struct aiNode
* nodes. Normally you will call this method on the root node
* of the scene.
*
* @param name Name to seach for
* @param name Name to search for
* @return NULL or a valid Node if the search was successful.
*/
inline aiNode* FindNode(const aiString& name)
@ -194,7 +196,7 @@ struct aiNode
* stores the elevation at a specific point.
*
* TER (Terragen) and HMP (3D Game Studio) are height map formats.
* @note Assimp is propably not the best choice for loading *huge* terrains -
* @note Assimp is probably not the best choice for loading *huge* terrains -
* fully triangulated data takes extremely much free store and should be avoided
* as long as possible (typically you'll do the triangulation when you actually
* need to render it).
@ -274,7 +276,7 @@ struct aiScene
/** The array of embedded textures.
*
* Not many file formats embedd their textures into the file.
* Not many file formats embed their textures into the file.
* An example is Quake's MDL format (which is also used by
* some GameStudio versions)
*/
@ -325,11 +327,11 @@ struct aiScene
//! Destructor
~aiScene()
{
// delete all subobjects recursively
// delete all sub-objects recursively
delete mRootNode;
// To make sure we won't crash if the data is invalid it's
// mich better to check whether both mNumXXX and mXXX are
// much better to check whether both mNumXXX and mXXX are
// valid instead of relying on just one of them.
if (mNumMeshes && mMeshes)
for( unsigned int a = 0; a < mNumMeshes; a++)

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@ -39,9 +39,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines texture helper structures for the library
/** @file aiTexture.h
* @brief Defines texture helper structures for the library
*
* Used for file formats which embedd their textures into the model file.
* Used for file formats which embed their textures into the model file.
* Supported are both normal textures, which are stored as uncompressed
* pixels, and "compressed" textures, which are stored in a file format
* such as PNG or TGA.
@ -141,7 +142,7 @@ struct aiTexture
* information about the texture file format used OR the
* file extension of the format without a trailing dot. If there
* are multiple file extensions for a format, the shortest
* extension is choosen (JPEG maps to 'jpg', not to 'jpeg').
* extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
* E.g. 'dds\0', 'pcx\0', 'jpg'. All characters are lower-case.
*/
char achFormatHint[4];
@ -163,7 +164,7 @@ struct aiTexture
//! format hint against a given string.
//! @param s Input string. 4 characters are maximally processed.
//! Example values: "jpg", "png"
//! @return true if the given string matches the fomat hint
//! @return true if the given string matches the format hint
bool CheckFormat(const char* s) const
{
ai_assert(s && !mHeight);

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@ -39,6 +39,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file aiTypes.h
*/
#ifndef AI_TYPES_H_INC
#define AI_TYPES_H_INC

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@ -38,7 +38,9 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 2D vector structure, including operators when compiling in C++ */
/** @file aiVector2D.h
* @brief 2D vector structure, including operators when compiling in C++
*/
#ifndef AI_VECTOR2D_H_INC
#define AI_VECTOR2D_H_INC

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@ -38,7 +38,9 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file 3D vector structure, including operators when compiling in C++ */
/** @file aiVector3D.h
* @brief 3D vector structure, including operators when compiling in C++
*/
#ifndef AI_VECTOR3D_H_INC
#define AI_VECTOR3D_H_INC

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@ -1,4 +1,6 @@
/** @file Inline implementation of vector3D operators */
/** @file aiVector3D.inl
* @brief Inline implementation of vector3D operators
*/
#ifndef AI_VECTOR3D_INL_INC
#define AI_VECTOR3D_INL_INC

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@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines the C-API to the Asset Import Library. */
/** @file assimp.h
@brief Defines the C-API to the Asset Import Library. */
#ifndef AI_ASSIMP_H_INC
#define AI_ASSIMP_H_INC
@ -113,7 +114,7 @@ ASSIMP_API void aiReleaseImport( const C_STRUCT aiScene* pScene);
// ---------------------------------------------------------------------------
/** Returns the error text of the last failed import process.
*
* @return A textual description of the error that occured at the last
* @return A textual description of the error that occurred at the last
* import process. NULL if there was no error.
*/
// ---------------------------------------------------------------------------

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@ -39,7 +39,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines the C++-API to the Open Asset Import Library. */
/** @file assimp.hpp
* @brief Defines the C++-API to the Open Asset Import Library.
*/
#ifndef INCLUDED_AI_ASSIMP_HPP
#define INCLUDED_AI_ASSIMP_HPP
@ -304,7 +306,7 @@ public:
* If the call succeeds, the contents of the file are returned as a
* pointer to an aiScene object. The returned data is intended to be
* read-only, the importer object keeps ownership of the data and will
* destroy it upon destruction. If the import failes, NULL is returned.
* destroy it upon destruction. If the import fails, NULL is returned.
* A human-readable error description can be retrieved by calling
* GetErrorString(). The previous scene will be deleted during this call.
* @param pFile Path and filename to the file to be imported.
@ -329,11 +331,11 @@ public:
// -------------------------------------------------------------------
/** Returns an error description of an error that occured in ReadFile().
/** Returns an error description of an error that occurred in ReadFile().
*
* Returns an empty string if no error occured.
* Returns an empty string if no error occurred.
* @return A description of the last error, an empty string if no
* error occured.
* error occurred.
*/
const std::string& GetErrorString() const;
@ -366,7 +368,7 @@ public:
*
* This is quite similar to IsExtensionSupported() except a
* BaseImporter instance is returned.
* @param szExtension Extension to be checke, cases insensitive,
* @param szExtension Extension to be checked, cases insensitive,
* must include a trailing dot.
* @return NULL if there is no loader for the extension.
*/
@ -384,7 +386,7 @@ public:
// -------------------------------------------------------------------
/** Returns the scene loaded by the last successful call to ReadFile()
* and releases the scene from the ownership of the Importer
* instance. The application is now resposible for deleting the
* instance. The application is now responsible for deleting the
* scene. Any further calls to GetScene() or GetOrphanedScene()
* will return NULL - until a new scene has been loaded via ReadFile().
*