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Changeset 4284 in orxonox.OLD for orxonox


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Timestamp:
May 24, 2005, 11:24:14 PM (19 years ago)
Author:
patrick
Message:

orxonox/trunk: doxygen tags for the md2 model

File:
1 edited

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  • orxonox/trunk/src/lib/graphics/importer/md2Model.cc

    r4282 r4284  
    6868
    6969/********************************************************************************
    70  *   MD2Model                                                                   *
    71  ********************************************************************************/
    72 
     70 *   MD2Model                                                                   * ********************************************************************************/
     71
     72/*
     73  \brief simple constructor initializing all variables
     74*/
    7375MD2Model::MD2Model()
    7476{
     
    8082}
    8183
    82 
     84/*
     85  \brief simple destructor, dereferencing all variables
     86
     87  this is where the ressource manager is cleaning the stuff
     88*/
    8389MD2Model::~MD2Model()
    8490{
     
    8692}
    8793
    88 
     94/*
     95  \brief load model
     96  \param name of the model file
     97  \return true if everything worked out smoothly
     98*/
    8999bool MD2Model::loadModel(const char* fileName)
    90100{
     
    93103
    94104
     105/*
     106  \brief load the skin as a material
     107  \param name of the texture file
     108  \return true if ok
     109*/
    95110bool MD2Model::loadSkin(const char* fileName)
    96111{
     
    122137
    123138
     139/*
     140  \brief sets the animation type
     141  \param animation type
     142
     143  the animation types can be looked up in the animationType table
     144*/
    124145void MD2Model::setAnim(int type)
    125146{
     
    140161
    141162
     163/*
     164  \brief sets the time in seconds passed since the last tick
     165  \param time in sec
     166*/
    142167void MD2Model::tick(float time)
    143168{
     
    146171
    147172
     173/*
     174  \brief draws the model: interface for all other classes out in the world
     175*/
    148176void MD2Model::draw()
    149177{
     
    159187
    160188
     189/*
     190  \brief this is an internal function to render this special frame selected by animate()
     191*/
    161192void MD2Model::renderFrame()
    162193{
     
    200231
    201232
     233/*
     234  \brief animates the current model
     235
     236  depending on the time passed (tick function), the player will select another model
     237*/
    202238void MD2Model::animate()
    203239{
     
    222258
    223259
    224 /* hhmmm... id used a very different way to do lightning... */
     260/*
     261  \brief this is how id is precessing their lightning
     262
     263  the details of how the whole lighting process is beeing handled - i have no idea... :)
     264*/
    225265void MD2Model::processLighting()
    226266{
     
    228268}
    229269
    230 
     270/*
     271  \brief prints out debug informations
     272*/
    231273void MD2Model::debug()
    232274{
     
    246288 ********************************************************************************/
    247289
    248 
     290/*
     291  \brief simple constructor
     292*/
    249293MD2Data::MD2Data()
    250294{
     
    261305
    262306
     307/*
     308  \brief simple destructor
     309
     310  this will clean out all the necessary data for a specific md2model
     311*/
    263312MD2Data::~MD2Data()
    264313{
     
    270319
    271320
     321/*
     322  \brief this will load the whole model data (vertices, opengl command list, ...)
     323  \param name to the model file
     324  \return true if success
     325*/
    272326bool MD2Data::loadModel(const char* fileName)
    273327{
     
    335389
    336390
     391/*
     392  \brief loads the skin/material stuff
     393  \param name of the skin file
     394  \return true if success
     395*/
    337396bool MD2Data::loadSkin(const char* fileName)
    338397{
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