Commit 92608dc1 authored by Jan Möbius's avatar Jan Möbius
Browse files

Documentation



git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@15015 383ad7c9-94d9-4d36-a494-682f7c89f535
parent f925d619
......@@ -69,10 +69,12 @@ class FrameAnimationT : public AnimationT<PointT>
virtual void updateFromGlobal(unsigned int _index);
public:
/**
* @name Frame access
// =======================================================================================
/** @name Frame access
* There is one pose per frame.
* @{ */
// =======================================================================================
/** \brief Returns a pointer to the pose stored in the given frame
*
......@@ -89,10 +91,12 @@ class FrameAnimationT : public AnimationT<PointT>
void setFrameCount(unsigned int _frames);
/** @} */
// =======================================================================================
/** @name Synchronization
*
* Use these methods to keep the poses in sync with the number (and indices) of the joints.
* @{ */
// =======================================================================================
/** \brief Called by the skeleton as a new joint is inserted
*
......
......@@ -83,10 +83,12 @@ public:
/// Destructor
virtual ~PoseT();
// =======================================================================================
/** @anchor PoseEditing
* @name Pose editing
* These methods update the other coordinate systems, changing the local coordinates will also change the global and vice versa.
* @{ */
// =======================================================================================
/// local matrix manipulation
/// the local matrix represents a joints orientation/translation in the coordinate frame of the parent joint
......@@ -105,12 +107,15 @@ public:
void setGlobalTranslation(unsigned int _joint, const Vector &_position, bool _keepGlobalChildPositions=true);
virtual Matrix globalMatrixInv(unsigned int _joint) const;
/** @} */
// =======================================================================================
/**
* @name Synchronization
* Use these methods to keep the pose in sync with the number (and indices) of the joints.
* @{ */
// =======================================================================================
/**
* \brief Called by the skeleton/animation as a new joint is inserted
......@@ -137,27 +142,36 @@ public:
* SkeletonT::joints_.size as parameter.
*/
virtual void removeJointAt(unsigned int _index);
/** @} */
protected:
/**
* @name Coordinate system update methods
// =======================================================================================
/** @name Coordinate system update methods
* These methods propagate the change in one of the coordinate systems into the other. This will
* keep intact the children nodes' positions per default (by recursively updating all children.).
* This behavior can be influenced via the _keepChildPositions parameter.
* @{ */
// =======================================================================================
void updateFromLocal(unsigned int _joint, bool _keepChildPositions=true);
void updateFromGlobal(unsigned int _joint, bool _keepChildPositions=true);
/** @} */
public:
// =======================================================================================
/** @anchor UnifiedMatrices
* @name Unified Matrices
* Use these methods to gain access to the precalculations performed by this derivation.
* @{ */
// =======================================================================================
inline const Matrix& unifiedMatrix(unsigned int _joint);
inline const Quaternion& unifiedRotation(unsigned int _joint);
inline const DualQuaternion& unifiedDualQuaternion(unsigned int _joint);
/** @} */
protected:
......
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