Commit b59d4b48 authored by Jan Möbius's avatar Jan Möbius
Browse files

Fixed documentation warnings

git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@14210 383ad7c9-94d9-4d36-a494-682f7c89f535
parent 447c42b1
......@@ -68,11 +68,9 @@ FrameAnimationT<PointT>::FrameAnimationT(const PoseT<PointT> &_pose) :
//-----------------------------------------------------------------------------
/**
* @brief Constructor - Creates a new empty animation
/** \brief Constructor - Creates a new empty animation
*
* @param _hierarchy The skeleton that will hold this animation
* @param _reference The skeletons reference pose
* @param _skeleton The skeleton that will hold this animation
*/
template<class PointT>
FrameAnimationT<PointT>::FrameAnimationT(Skeleton* _skeleton) :
......@@ -88,9 +86,8 @@ FrameAnimationT<PointT>::FrameAnimationT(Skeleton* _skeleton) :
* The poses in the given number of frames will all hold identity matrices for all joints. Make sure you write
* data to the poses before you use it.
*
* @param _hierarchy The skeleton that will hold this animation
* @param _reference The skeletons reference pose
* @param _iNumFrames The number of frames for this animation
* @param _skeleton The skeleton that will hold this animation
* @param _iNumFrames The number of frames for this animation
*/
template<class PointT>
FrameAnimationT<PointT>::FrameAnimationT(Skeleton* _skeleton, unsigned int _iNumFrames) :
......
......@@ -75,8 +75,8 @@ InterpolationAnimationT<PointT>::InterpolationAnimationT(const InterpolationAnim
/**
* @brief Creates a new empty animation
*
* @param _hierarchy The skeleton that will hold this animation
* @param _reference The skeletons reference pose
* @param _skeleton The skeleton that will hold this animation
* @param _matrixManipulator Interpolator that translates the interpolation into matrix values
*/
template<class PointT>
InterpolationAnimationT<PointT>::InterpolationAnimationT(Skeleton* _skeleton, MatrixManipulator *_matrixManipulator) :
......@@ -115,8 +115,9 @@ PoseT<PointT>* InterpolationAnimationT<PointT>::pose(unsigned int _iFrame)
/**
* @brief Returns a pointer to the pose calculated for the given frame
*
* @param _iFrame The frame number for which the pose should be calculated.
* This is always from 0..#frames even if the animation starts with an input value other than 0.
* @param _iFrame The frame number for which the pose should be calculated.
* This is always from 0..frames even if the animation starts with an input value other than 0.
* @param _reference Reference pose
*/
template<class PointT>
PoseT<PointT>* InterpolationAnimationT<PointT>::pose(unsigned int _iFrame, Pose* _reference)
......
......@@ -84,7 +84,20 @@ class MultiInterpolationAnimationT : public InterpolationAnimationT<PointT>
* There is one pose per frame.
*/
//@{
/** \brief get a pose
*
* @param _iFrame Frame
* @return Requested pose
*/
virtual Pose *pose(unsigned int _iFrame);
/** \brief get a pose
*
* @param _iFrame Frame
* @param _reference Reference pose
* @return Requested pose
*/
virtual Pose *pose(unsigned int _iFrame, Pose* _reference);
virtual unsigned int frameCount();
//@}
......@@ -127,4 +140,4 @@ class MultiInterpolationAnimationT : public InterpolationAnimationT<PointT>
#endif
//=============================================================================
#endif //MULTIINTERPOLATIONANIMATIONT_HH
\ No newline at end of file
#endif //MULTIINTERPOLATIONANIMATIONT_HH
......@@ -52,8 +52,7 @@
* The pose will automatically be equipped with the right number of fields for the joints stored in the skeleton.
* Just fill them with data.
*
* @param _hierarchy The skeleton that owns this pose
* @param _reference A pointer to the reference pose used by the skeleton, used for precalculations
* @param _skeleton The skeleton that owns this pose
*/
template<typename PointT>
PoseT<PointT>::PoseT(SkeletonT<PointT>* _skeleton) : skeleton_(_skeleton)
......@@ -109,13 +108,13 @@ inline const typename PoseT<PointT>::Matrix& PoseT<PointT>::localMatrix(unsigned
//-----------------------------------------------------------------------------
/**
* @brief Sets the local coordinate system
/** \brief Sets the local coordinate system
*
* The change will automatically be propagated to all children. Also the global matrices will be updated.
*
* @param _joint The joints index, same as for SkeletonT::joints_
* @param _local The new local matrix
* @param _keepLocalChildPositions If true, the positions of the children will be kept
*/
template<typename PointT>
void PoseT<PointT>::setLocalMatrix(unsigned int _joint, const Matrix &_local, bool _keepLocalChildPositions)
......@@ -156,6 +155,7 @@ inline typename PoseT<PointT>::Vector PoseT<PointT>::localTranslation(unsigned i
*
* @param _joint The joints index, same as for SkeletonT::joints_
* @param _position The new local translation vector
* @param _keepLocalChildPositions If true, the positions of the children will be kept
*/
template<typename PointT>
void PoseT<PointT>::setLocalTranslation(unsigned int _joint, const Vector &_position, bool _keepLocalChildPositions)
......@@ -206,6 +206,7 @@ inline const typename PoseT<PointT>::Matrix& PoseT<PointT>::globalMatrix(unsigne
*
* @param _joint The joints index, same as for SkeletonT::joints_
* @param _global The new global matrix
* @param _keepGlobalChildPositions Do the children stay at the same position or do they move with their parent joint
*/
template<typename PointT>
void PoseT<PointT>::setGlobalMatrix(unsigned int _joint, const Matrix &_global, bool _keepGlobalChildPositions)
......@@ -331,6 +332,7 @@ void PoseT<PointT>::removeJointAt(unsigned int _index)
* @brief This method propagates the change in the local coordinate system to the global system and all children
*
* @param _joint The updated joints index
* @param _keepChildPositions Do the children stay at the same position or do they move with their parent joint
*/
template<typename PointT>
void PoseT<PointT>::updateFromLocal(unsigned int _joint, bool _keepChildPositions)
......@@ -367,7 +369,8 @@ void PoseT<PointT>::updateFromLocal(unsigned int _joint, bool _keepChildPosition
* Do not overwrite this method, instead overwrite BasePose::UpdateFromGlobalCallback. Otherwise the recursion
* will become a problem.
*
* @param _joint The updated joints index
* @param _joint The updated joints index
* @param _keepChildPositions Do the children stay at the same global position or do they move with their parent joint
*/
template<typename PointT>
void PoseT<PointT>::updateFromGlobal(unsigned int _joint, bool _keepChildPositions)
......
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