Commit 8133fef8 authored by cutealien's avatar cutealien

Fixing doxygen layout for ISceneNode. Same should probably be done throughout.

Our current member function documentation look often rather strange. The reason is that the first 
line in multi-line comment is handled special (it get's a box around it). So in the cases where we use
this for \param or have sentences starting in that line and continuing in the next it always looks broken.
Please click for example through IGUIElement documenation which is not yet fixed to see this.
Also links to enums don't seem to need @ref but just ::my_enum_name.  


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4746 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 4bf4c5ef
...@@ -69,7 +69,7 @@ public: ...@@ -69,7 +69,7 @@ public:
} }
//! Returns the relative rectangle of this element. //! Returns the position rectangle relative to it's parent
core::rect<s32> getRelativePosition() const core::rect<s32> getRelativePosition() const
{ {
return RelativeRect; return RelativeRect;
...@@ -717,10 +717,8 @@ public: ...@@ -717,10 +717,8 @@ public:
//! Returns the type of the gui element. //! Returns the type of the gui element.
/** This is needed for the .NET wrapper but will be used /** If you wrote your own GUIElements, you need to set the type for your element as first parameter
later for serializing and deserializing. in the constructor of IGUIElement. For own (=unknown) elements, use ::EGUIET_ELEMENT as type */
If you wrote your own GUIElements, you need to set the type for your element as first parameter
in the constructor of IGUIElement. For own (=unknown) elements, simply use EGUIET_ELEMENT as type */
EGUI_ELEMENT_TYPE getType() const EGUI_ELEMENT_TYPE getType() const
{ {
return Type; return Type;
...@@ -742,8 +740,8 @@ public: ...@@ -742,8 +740,8 @@ public:
//! Returns the type name of the gui element. //! Returns the type name of the gui element.
/** This is needed serializing elements. For serializing your own elements, override this function /** This is needed for serializing elements. For serializing your own elements, override this function
and return your own type name which is created by your IGUIElementFactory */ and return your own type name which is created by your irr::gui::IGUIElementFactory */
virtual const c8* getTypeName() const virtual const c8* getTypeName() const
{ {
return GUIElementTypeNames[Type]; return GUIElementTypeNames[Type];
......
...@@ -30,7 +30,8 @@ namespace scene ...@@ -30,7 +30,8 @@ namespace scene
typedef core::list<ISceneNodeAnimator*> ISceneNodeAnimatorList; typedef core::list<ISceneNodeAnimator*> ISceneNodeAnimatorList;
//! Scene node interface. //! Scene node interface.
/** A scene node is a node in the hierarchical scene graph. Every scene /**
A scene node is a node in the hierarchical scene graph. Every scene
node may have children, which are also scene nodes. Children move node may have children, which are also scene nodes. Children move
relative to their parent's position. If the parent of a node is not relative to their parent's position. If the parent of a node is not
visible, its children won't be visible either. In this way, it is for visible, its children won't be visible either. In this way, it is for
...@@ -75,7 +76,8 @@ namespace scene ...@@ -75,7 +76,8 @@ namespace scene
//! This method is called just before the rendering process of the whole scene. //! This method is called just before the rendering process of the whole scene.
/** Nodes may register themselves in the render pipeline during this call, /**
Nodes may register themselves in the render pipeline during this call,
precalculate the geometry which should be renderered, and prevent their precalculate the geometry which should be renderered, and prevent their
children from being able to register themselves if they are clipped by simply children from being able to register themselves if they are clipped by simply
not calling their OnRegisterSceneNode method. not calling their OnRegisterSceneNode method.
...@@ -100,7 +102,8 @@ namespace scene ...@@ -100,7 +102,8 @@ namespace scene
//! OnAnimate() is called just before rendering the whole scene. //! OnAnimate() is called just before rendering the whole scene.
/** Nodes may calculate or store animations here, and may do other useful things, /**
Nodes may calculate or store animations here, and may do other useful things,
depending on what they are. Also, OnAnimate() should be called for all depending on what they are. Also, OnAnimate() should be called for all
child scene nodes here. This method will be called once per frame, independent child scene nodes here. This method will be called once per frame, independent
of whether the scene node is visible or not. of whether the scene node is visible or not.
...@@ -163,7 +166,8 @@ namespace scene ...@@ -163,7 +166,8 @@ namespace scene
//! Get the axis aligned, not transformed bounding box of this node. //! Get the axis aligned, not transformed bounding box of this node.
/** This means that if this node is an animated 3d character, /**
This means that if this node is an animated 3d character,
moving in a room, the bounding box will always be around the moving in a room, the bounding box will always be around the
origin. To get the box in real world coordinates, just origin. To get the box in real world coordinates, just
transform it with the matrix you receive with transform it with the matrix you receive with
...@@ -174,7 +178,8 @@ namespace scene ...@@ -174,7 +178,8 @@ namespace scene
//! Get the axis aligned, transformed and animated absolute bounding box of this node. //! Get the axis aligned, transformed and animated absolute bounding box of this node.
/** Note: The result is still an axis-aligned bounding box, so it's size /**
Note: The result is still an axis-aligned bounding box, so it's size
changes with rotation. changes with rotation.
\return The transformed bounding box. */ \return The transformed bounding box. */
virtual const core::aabbox3d<f32> getTransformedBoundingBox() const virtual const core::aabbox3d<f32> getTransformedBoundingBox() const
...@@ -186,7 +191,8 @@ namespace scene ...@@ -186,7 +191,8 @@ namespace scene
//! Get a the 8 corners of the original bounding box transformed and //! Get a the 8 corners of the original bounding box transformed and
//! animated by the absolute transformation. //! animated by the absolute transformation.
/** Note: The result is _not_ identical to getTransformedBoundingBox().getEdges(), /**
Note: The result is _not_ identical to getTransformedBoundingBox().getEdges(),
but getting an aabbox3d of these edges would then be identical. but getting an aabbox3d of these edges would then be identical.
\param edges Receives an array with the transformed edges */ \param edges Receives an array with the transformed edges */
virtual void getTransformedBoundingBoxEdges(core::array< core::vector3d<f32> >& edges) const virtual void getTransformedBoundingBoxEdges(core::array< core::vector3d<f32> >& edges) const
...@@ -198,7 +204,8 @@ namespace scene ...@@ -198,7 +204,8 @@ namespace scene
} }
//! Get the absolute transformation of the node. Is recalculated every OnAnimate()-call. //! Get the absolute transformation of the node. Is recalculated every OnAnimate()-call.
/** NOTE: For speed reasons the absolute transformation is not /**
NOTE: For speed reasons the absolute transformation is not
automatically recalculated on each change of the relative automatically recalculated on each change of the relative
transformation or by a transformation change of an parent. Instead the transformation or by a transformation change of an parent. Instead the
update usually happens once per frame in OnAnimate. You can enforce update usually happens once per frame in OnAnimate. You can enforce
...@@ -211,7 +218,8 @@ namespace scene ...@@ -211,7 +218,8 @@ namespace scene
//! Returns the relative transformation of the scene node. //! Returns the relative transformation of the scene node.
/** The relative transformation is stored internally as 3 /**
The relative transformation is stored internally as 3
vectors: translation, rotation and scale. To get the relative vectors: translation, rotation and scale. To get the relative
transformation matrix, it is calculated from these values. transformation matrix, it is calculated from these values.
\return The relative transformation matrix. */ \return The relative transformation matrix. */
...@@ -233,7 +241,8 @@ namespace scene ...@@ -233,7 +241,8 @@ namespace scene
//! Returns whether the node should be visible (if all of its parents are visible). //! Returns whether the node should be visible (if all of its parents are visible).
/** This is only an option set by the user, but has nothing to /**
This is only an option set by the user, but has nothing to
do with geometry culling do with geometry culling
\return The requested visibility of the node, true means \return The requested visibility of the node, true means
visible (if all parents are also visible). */ visible (if all parents are also visible). */
...@@ -244,7 +253,8 @@ namespace scene ...@@ -244,7 +253,8 @@ namespace scene
} }
//! Check whether the node is truly visible, taking into accounts its parents' visibility //! Check whether the node is truly visible, taking into accounts its parents' visibility
/** \return true if the node and all its parents are visible, /**
\return true if the node and all its parents are visible,
false if this or any parent node is invisible. */ false if this or any parent node is invisible. */
virtual bool isTrulyVisible() const virtual bool isTrulyVisible() const
{ {
...@@ -259,7 +269,8 @@ namespace scene ...@@ -259,7 +269,8 @@ namespace scene
} }
//! Sets if the node should be visible or not. //! Sets if the node should be visible or not.
/** All children of this node won't be visible either, when set /**
All children of this node won't be visible either, when set
to false. Invisible nodes are not valid candidates for selection by to false. Invisible nodes are not valid candidates for selection by
collision manager bounding box methods. collision manager bounding box methods.
\param isVisible If the node shall be visible. */ \param isVisible If the node shall be visible. */
...@@ -270,7 +281,8 @@ namespace scene ...@@ -270,7 +281,8 @@ namespace scene
//! Get the id of the scene node. //! Get the id of the scene node.
/** This id can be used to identify the node. /**
This id can be used to identify the node.
\return The id. */ \return The id. */
virtual s32 getID() const virtual s32 getID() const
{ {
...@@ -279,7 +291,8 @@ namespace scene ...@@ -279,7 +291,8 @@ namespace scene
//! Sets the id of the scene node. //! Sets the id of the scene node.
/** This id can be used to identify the node. /**
This id can be used to identify the node.
\param id The new id. */ \param id The new id. */
virtual void setID(s32 id) virtual void setID(s32 id)
{ {
...@@ -288,7 +301,8 @@ namespace scene ...@@ -288,7 +301,8 @@ namespace scene
//! Adds a child to this scene node. //! Adds a child to this scene node.
/** If the scene node already has a parent it is first removed /**
If the scene node already has a parent it is first removed
from the other parent. from the other parent.
\param child A pointer to the new child. */ \param child A pointer to the new child. */
virtual void addChild(ISceneNode* child) virtual void addChild(ISceneNode* child)
...@@ -308,7 +322,8 @@ namespace scene ...@@ -308,7 +322,8 @@ namespace scene
//! Removes a child from this scene node. //! Removes a child from this scene node.
/** If found in the children list, the child pointer is also /**
If found in the children list, the child pointer is also
dropped and might be deleted if no other grab exists. dropped and might be deleted if no other grab exists.
\param child A pointer to the child which shall be removed. \param child A pointer to the child which shall be removed.
\return True if the child was removed, and false if not, \return True if the child was removed, and false if not,
...@@ -331,7 +346,8 @@ namespace scene ...@@ -331,7 +346,8 @@ namespace scene
//! Removes all children of this scene node //! Removes all children of this scene node
/** The scene nodes found in the children list are also dropped /**
The scene nodes found in the children list are also dropped
and might be deleted if no other grab exists on them. and might be deleted if no other grab exists on them.
*/ */
virtual void removeAll() virtual void removeAll()
...@@ -378,7 +394,8 @@ namespace scene ...@@ -378,7 +394,8 @@ namespace scene
//! Removes an animator from this scene node. //! Removes an animator from this scene node.
/** If the animator is found, it is also dropped and might be /**
If the animator is found, it is also dropped and might be
deleted if not other grab exists for it. deleted if not other grab exists for it.
\param animator A pointer to the animator to be deleted. */ \param animator A pointer to the animator to be deleted. */
virtual void removeAnimator(ISceneNodeAnimator* animator) virtual void removeAnimator(ISceneNodeAnimator* animator)
...@@ -397,7 +414,8 @@ namespace scene ...@@ -397,7 +414,8 @@ namespace scene
//! Removes all animators from this scene node. //! Removes all animators from this scene node.
/** The animators might also be deleted if no other grab exists /**
The animators might also be deleted if no other grab exists
for them. */ for them. */
virtual void removeAnimators() virtual void removeAnimators()
{ {
...@@ -410,7 +428,8 @@ namespace scene ...@@ -410,7 +428,8 @@ namespace scene
//! Returns the material based on the zero based index i. //! Returns the material based on the zero based index i.
/** To get the amount of materials used by this scene node, use /**
To get the amount of materials used by this scene node, use
getMaterialCount(). This function is needed for inserting the getMaterialCount(). This function is needed for inserting the
node into the scene hierarchy at an optimal position for node into the scene hierarchy at an optimal position for
minimizing renderstate changes, but can also be used to minimizing renderstate changes, but can also be used to
...@@ -432,7 +451,8 @@ namespace scene ...@@ -432,7 +451,8 @@ namespace scene
//! Sets all material flags at once to a new value. //! Sets all material flags at once to a new value.
/** Useful, for example, if you want the whole mesh to be /**
Useful, for example, if you want the whole mesh to be
affected by light. affected by light.
\param flag Which flag of all materials to be set. \param flag Which flag of all materials to be set.
\param newvalue New value of that flag. */ \param newvalue New value of that flag. */
...@@ -444,7 +464,8 @@ namespace scene ...@@ -444,7 +464,8 @@ namespace scene
//! Sets the texture of the specified layer in all materials of this scene node to the new texture. //! Sets the texture of the specified layer in all materials of this scene node to the new texture.
/** \param textureLayer Layer of texture to be set. Must be a /**
\param textureLayer Layer of texture to be set. Must be a
value smaller than MATERIAL_MAX_TEXTURES. value smaller than MATERIAL_MAX_TEXTURES.
\param texture New texture to be used. */ \param texture New texture to be used. */
void setMaterialTexture(u32 textureLayer, video::ITexture* texture) void setMaterialTexture(u32 textureLayer, video::ITexture* texture)
...@@ -467,7 +488,8 @@ namespace scene ...@@ -467,7 +488,8 @@ namespace scene
//! Gets the scale of the scene node relative to its parent. //! Gets the scale of the scene node relative to its parent.
/** This is the scale of this node relative to its parent. /**
This is the scale of this node relative to its parent.
If you want the absolute scale, use If you want the absolute scale, use
getAbsoluteTransformation().getScale() getAbsoluteTransformation().getScale()
\return The scale of the scene node. */ \return The scale of the scene node. */
...@@ -486,7 +508,8 @@ namespace scene ...@@ -486,7 +508,8 @@ namespace scene
//! Gets the rotation of the node relative to its parent. //! Gets the rotation of the node relative to its parent.
/** Note that this is the relative rotation of the node. /**
Note that this is the relative rotation of the node.
If you want the absolute rotation, use If you want the absolute rotation, use
getAbsoluteTransformation().getRotation() getAbsoluteTransformation().getRotation()
\return Current relative rotation of the scene node. */ \return Current relative rotation of the scene node. */
...@@ -497,7 +520,8 @@ namespace scene ...@@ -497,7 +520,8 @@ namespace scene
//! Sets the rotation of the node relative to its parent. //! Sets the rotation of the node relative to its parent.
/** This only modifies the relative rotation of the node. /**
This only modifies the relative rotation of the node.
\param rotation New rotation of the node in degrees. */ \param rotation New rotation of the node in degrees. */
virtual void setRotation(const core::vector3df& rotation) virtual void setRotation(const core::vector3df& rotation)
{ {
...@@ -506,7 +530,8 @@ namespace scene ...@@ -506,7 +530,8 @@ namespace scene
//! Gets the position of the node relative to its parent. //! Gets the position of the node relative to its parent.
/** Note that the position is relative to the parent. If you want /**
Note that the position is relative to the parent. If you want
the position in world coordinates, use getAbsolutePosition() instead. the position in world coordinates, use getAbsolutePosition() instead.
\return The current position of the node relative to the parent. */ \return The current position of the node relative to the parent. */
virtual const core::vector3df& getPosition() const virtual const core::vector3df& getPosition() const
...@@ -516,7 +541,8 @@ namespace scene ...@@ -516,7 +541,8 @@ namespace scene
//! Sets the position of the node relative to its parent. //! Sets the position of the node relative to its parent.
/** Note that the position is relative to the parent. /**
Note that the position is relative to the parent.
\param newpos New relative position of the scene node. */ \param newpos New relative position of the scene node. */
virtual void setPosition(const core::vector3df& newpos) virtual void setPosition(const core::vector3df& newpos)
{ {
...@@ -525,7 +551,8 @@ namespace scene ...@@ -525,7 +551,8 @@ namespace scene
//! Gets the absolute position of the node in world coordinates. //! Gets the absolute position of the node in world coordinates.
/** If you want the position of the node relative to its parent, /**
If you want the position of the node relative to its parent,
use getPosition() instead. use getPosition() instead.
NOTE: For speed reasons the absolute position is not NOTE: For speed reasons the absolute position is not
automatically recalculated on each change of the relative automatically recalculated on each change of the relative
...@@ -539,12 +566,14 @@ namespace scene ...@@ -539,12 +566,14 @@ namespace scene
} }
//! Set a culling style or disable culling completely. //! Set a culling style or disable culling completely.
/** Box cullling (EAC_BOX) is set by default. Note that not /**
Box cullling (EAC_BOX) is set by default. Note that not
all SceneNodes support culling and that some nodes always cull all SceneNodes support culling and that some nodes always cull
their geometry because it is their only reason for existence, their geometry because it is their only reason for existence,
for example the OctreeSceneNode. for example the OctreeSceneNode.
\param state The culling state to be used. Check E_CULLING_TYPE for possible values.*/
\param state The culling state to be used. Check ::E_CULLING_TYPE for possible values.*/
void setAutomaticCulling( u32 state) void setAutomaticCulling( u32 state)
{ {
AutomaticCullingState = state; AutomaticCullingState = state;
...@@ -552,7 +581,7 @@ namespace scene ...@@ -552,7 +581,7 @@ namespace scene
//! Gets the automatic culling state. //! Gets the automatic culling state.
/** \return The automatic culling state. */ /** \return The automatic culling state which is one of ::E_CULLING_TYPE. */
u32 getAutomaticCulling() const u32 getAutomaticCulling() const
{ {
return AutomaticCullingState; return AutomaticCullingState;
...@@ -560,7 +589,8 @@ namespace scene ...@@ -560,7 +589,8 @@ namespace scene
//! Sets if debug data like bounding boxes should be drawn. //! Sets if debug data like bounding boxes should be drawn.
/** A bitwise OR of the types from @ref irr::scene::E_DEBUG_SCENE_TYPE. /**
A bitwise OR of the types from ::E_DEBUG_SCENE_TYPE.
Please note that not all scene nodes support all debug data types. Please note that not all scene nodes support all debug data types.
\param state The debug data visibility state to be used. */ \param state The debug data visibility state to be used. */
virtual void setDebugDataVisible(u32 state) virtual void setDebugDataVisible(u32 state)
...@@ -569,8 +599,9 @@ namespace scene ...@@ -569,8 +599,9 @@ namespace scene
} }
//! Returns if debug data like bounding boxes are drawn. //! Returns if debug data like bounding boxes are drawn.
/** \return A bitwise OR of the debug data values from /**
@ref irr::scene::E_DEBUG_SCENE_TYPE that are currently visible. */ \return A bitwise OR of the debug data values from
* ::E_DEBUG_SCENE_TYPE that are currently visible. */
u32 isDebugDataVisible() const u32 isDebugDataVisible() const
{ {
return DebugDataVisible; return DebugDataVisible;
...@@ -578,7 +609,8 @@ namespace scene ...@@ -578,7 +609,8 @@ namespace scene
//! Sets if this scene node is a debug object. //! Sets if this scene node is a debug object.
/** Debug objects have some special properties, for example they can be easily /**
Debug objects have some special properties, for example they can be easily
excluded from collision detection or from serialization, etc. */ excluded from collision detection or from serialization, etc. */
void setIsDebugObject(bool debugObject) void setIsDebugObject(bool debugObject)
{ {
...@@ -587,7 +619,8 @@ namespace scene ...@@ -587,7 +619,8 @@ namespace scene
//! Returns if this scene node is a debug object. //! Returns if this scene node is a debug object.
/** Debug objects have some special properties, for example they can be easily /**
Debug objects have some special properties, for example they can be easily
excluded from collision detection or from serialization, etc. excluded from collision detection or from serialization, etc.
\return If this node is a debug object, true is returned. */ \return If this node is a debug object, true is returned. */
bool isDebugObject() const bool isDebugObject() const
...@@ -622,7 +655,8 @@ namespace scene ...@@ -622,7 +655,8 @@ namespace scene
//! Returns the triangle selector attached to this scene node. //! Returns the triangle selector attached to this scene node.
/** The Selector can be used by the engine for doing collision /**
The Selector can be used by the engine for doing collision
detection. You can create a TriangleSelector with detection. You can create a TriangleSelector with
ISceneManager::createTriangleSelector() or ISceneManager::createTriangleSelector() or
ISceneManager::createOctreeTriangleSelector and set it with ISceneManager::createOctreeTriangleSelector and set it with
...@@ -638,7 +672,8 @@ namespace scene ...@@ -638,7 +672,8 @@ namespace scene
//! Sets the triangle selector of the scene node. //! Sets the triangle selector of the scene node.
/** The Selector can be used by the engine for doing collision /**
The Selector can be used by the engine for doing collision
detection. You can create a TriangleSelector with detection. You can create a TriangleSelector with
ISceneManager::createTriangleSelector() or ISceneManager::createTriangleSelector() or
ISceneManager::createOctreeTriangleSelector(). Some nodes may ISceneManager::createOctreeTriangleSelector(). Some nodes may
...@@ -661,8 +696,9 @@ namespace scene ...@@ -661,8 +696,9 @@ namespace scene
//! Updates the absolute position based on the relative and the parents position //! Updates the absolute position based on the relative and the parents position
/** Note: This does not recursively update the parents absolute positions, so if you have a deeper /**
hierarchy you might want to update the parents first.*/ Note: This does not recursively update the parents absolute positions, so if you have a deeper
hierarchy you might want to update the parents first.*/
virtual void updateAbsolutePosition() virtual void updateAbsolutePosition()
{ {
if (Parent) if (Parent)
...@@ -692,7 +728,8 @@ namespace scene ...@@ -692,7 +728,8 @@ namespace scene
//! Writes attributes of the scene node. //! Writes attributes of the scene node.
/** Implement this to expose the attributes of your scene node /**
Implement this to expose the attributes of your scene node
for scripting languages, editors, debuggers or xml for scripting languages, editors, debuggers or xml
serialization purposes. serialization purposes.
\param out The attribute container to write into. \param out The attribute container to write into.
...@@ -717,7 +754,8 @@ namespace scene ...@@ -717,7 +754,8 @@ namespace scene
//! Reads attributes of the scene node. //! Reads attributes of the scene node.
/** Implement this to set the attributes of your scene node for /**
Implement this to set the attributes of your scene node for
scripting languages, editors, debuggers or xml deserialization scripting languages, editors, debuggers or xml deserialization
purposes. purposes.
\param in The attribute container to read from. \param in The attribute container to read from.
...@@ -749,7 +787,8 @@ namespace scene ...@@ -749,7 +787,8 @@ namespace scene
} }
//! Creates a clone of this scene node and its children. //! Creates a clone of this scene node and its children.
/** \param newParent An optional new parent. /**
\param newParent An optional new parent.
\param newManager An optional new scene manager. \param newManager An optional new scene manager.
\return The newly created clone of this node. */ \return The newly created clone of this node. */
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0)
...@@ -764,7 +803,8 @@ namespace scene ...@@ -764,7 +803,8 @@ namespace scene
protected: protected:
//! A clone function for the ISceneNode members. //! A clone function for the ISceneNode members.
/** This method can be used by clone() implementations of /**
This method can be used by clone() implementations of
derived classes derived classes
\param toCopyFrom The node from which the values are copied \param toCopyFrom The node from which the values are copied
\param newManager The new scene manager. */ \param newManager The new scene manager. */
......
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