Improve documentation with cross-references and README enhancements

Co-authored-by: orange-cpp <59374393+orange-cpp@users.noreply.github.com>
This commit is contained in:
copilot-swe-agent[bot]
2025-11-01 09:54:08 +00:00
parent 0b89c1d36d
commit f3d5f84d2c
7 changed files with 114 additions and 17 deletions

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@@ -168,4 +168,14 @@ public:
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*Last updated: 31 Oct 2025*
## See Also
- [Plane Documentation](../3d_primitives/plane.md) - Ray-plane intersection
- [Box Documentation](../3d_primitives/box.md) - AABB collision detection
- [Triangle Documentation](../linear_algebra/triangle.md) - Triangle primitives
- [Tutorials - Collision Detection](../tutorials.md#tutorial-4-collision-detection) - Complete collision tutorial
- [Getting Started Guide](../getting_started.md) - Quick start with OMath
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*Last updated: 1 Nov 2025*

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@@ -105,5 +105,9 @@ This satisfies `CameraEngineConcept` expected by `projection::Camera` (look-at,
## See also
* Source Engine math helpers in `omath/engines/source_engine/formulas.hpp` (view/projection builders used above).
* Generic camera wrapper `omath::projection::Camera` and its `CameraEngineConcept` (this trait is designed to plug straight into it).
* [Source Engine Formulas](formulas.md) - View/projection matrix builders
* [Source Engine Constants](constants.md) - Engine-specific constants
* [Source Engine Pred Engine Trait](pred_engine_trait.md) - Projectile prediction for Source Engine
* [Generic Camera Documentation](../../projection/camera.md) - Camera base class
* [Getting Started Guide](../../getting_started.md) - Quick start with OMath
* [Tutorials - World-to-Screen](../../tutorials.md#tutorial-2-world-to-screen-projection) - Projection tutorial

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@@ -288,4 +288,13 @@ static Vector2 from_im_vec2(const ImVec2&) noexcept;
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*Last updated: 31 Oct 2025*
## See Also
- [Vector3 Documentation](vector3.md) - 3D vector operations
- [Vector4 Documentation](vector4.md) - 4D vector operations
- [Getting Started Guide](../getting_started.md) - Quick start with OMath
- [Tutorials](../tutorials.md) - Step-by-step examples
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*Last updated: 1 Nov 2025*

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@@ -294,4 +294,14 @@ bool is_perpendicular(const Vector3&) const noexcept;
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*Last updated: 31 Oct 2025*
## See Also
- [Vector2 Documentation](vector2.md) - 2D vector operations
- [Vector4 Documentation](vector4.md) - 4D vector operations
- [Angle Documentation](../trigonometry/angle.md) - Working with angles
- [Getting Started Guide](../getting_started.md) - Quick start with OMath
- [Tutorials](../tutorials.md) - Practical examples including vector math
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*Last updated: 1 Nov 2025*

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@@ -149,4 +149,14 @@ Return `nullopt` if `t*` is absent.
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## See Also
- [Projectile Documentation](projectile.md) - Projectile properties
- [Target Documentation](target.md) - Target state representation
- [Legacy Implementation](proj_pred_engine_legacy.md) - Standard projectile prediction engine
- [AVX2 Implementation](proj_pred_engine_avx2.md) - Optimized AVX2 engine
- [Tutorials - Projectile Prediction](../tutorials.md#tutorial-3-projectile-prediction-aim-bot) - Complete aim-bot tutorial
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*Last updated: 1 Nov 2025*

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@@ -258,4 +258,13 @@ struct LHCTrait {
---
## See Also
- [Engine-Specific Camera Traits](../engines/) - Camera implementations for different game engines
- [View Angles Documentation](../trigonometry/view_angles.md) - Understanding pitch/yaw/roll
- [Getting Started Guide](../getting_started.md) - Quick start with projection
- [Tutorials - World-to-Screen](../tutorials.md#tutorial-2-world-to-screen-projection) - Complete projection tutorial
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*Last updated: 1 Nov 2025*