- Timestamp:
- Aug 21, 2005, 10:14:59 PM (19 years ago)
- Location:
- trunk/src/lib
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/lib/coord/p_node.cc
r5089 r5091 147 147 while (element != NULL) 148 148 { 149 LoadParam<PNode>( root, "parent", this, &PNode::addChild, true)149 LoadParam<PNode>(element, "parent", this, &PNode::addChild, true) 150 150 .describe("adds a new Child to the current Node."); 151 151 … … 210 210 /** 211 211 * @param absCoord set absolute coordinate 212 213 it is very importand, that you use this function, if you want to update the 214 absCoordinates. If you don't use this, the PNode won't recognize, that something 215 has changed and won't update the children Nodes. 216 217 @todo check if this does what it should 218 */ 212 */ 219 213 void PNode::setAbsCoor (const Vector& absCoord) 220 214 { … … 251 245 252 246 /** 253 * shift coordinate (abs and rel)247 * shift coordinate relative 254 248 * @param shift shift vector 255 249 … … 269 263 yea right... shorter... 270 264 * 271 * @todo this is ambiguous, from the outside one does not know it absCoor has been changed272 * this might lead to strange artefacts !!273 274 265 */ 275 266 void PNode::shiftCoor (const Vector& shift) … … 282 273 * set relative direction 283 274 * @param relDir to its parent 284 285 it is very importand, that you use this function, if you want to update the 286 relDirection. If you don't use this, the PNode won't recognize, that something 287 has changed and won't update the children Nodes. 288 */ 275 */ 289 276 void PNode::setRelDir (const Quaternion& relDir) 290 277 { … … 335 322 336 323 /** 337 * sets the absolute direction (0,0,1)324 * sets the absolute direction 338 325 * @param absDir absolute coordinates 339 * 340 * it is very importand, that you use this function, if you want to update the 341 * absDirection. If you don't use this, the PNode won't recognize, that something 342 * has changed and won't update the children Nodes. 343 */ 326 */ 344 327 void PNode::setAbsDir (const Quaternion& absDir) 345 328 { … … 366 349 367 350 /** 368 * shift coordinate (abs and rel) 369 * @param shift vector 370 * @todo implement this 371 */ 351 * shift Direction 352 * @param shift the direction around which to shift. 353 */ 372 354 void PNode::shiftDir (const Quaternion& shift) 373 355 { … … 378 360 /** 379 361 * adds a child and makes this node to a parent 380 * @param pNodechild reference362 * @param child child reference 381 363 * @param parentMode on which changes the child should also change ist state 382 364 * … … 397 379 398 380 /** 399 * @see PNode::addChild(PNode* parent);381 * @see PNode::addChild(PNode* child); 400 382 * @param childName the name of the child to add to this PNode 401 383 */ … … 409 391 /** 410 392 * removes a child from the node 411 * @param pNodethe child to remove from this pNode.393 * @param child the child to remove from this pNode. 412 394 * 413 395 * Children from pNode will not be lost, they are referenced to NullPointer … … 423 405 * remove this pnode from the tree and adds all following to NullParent 424 406 425 this can be the case, if an entity in the world is be endestroyed.407 this can be the case, if an entity in the world is being destroyed. 426 408 */ 427 409 void PNode::remove() … … 623 605 * displays some information about this pNode 624 606 * @param depth The deph into which to debug the children of this PNode to. 625 (0: all children will be debugged, 1: only this PNode, 2: this and direct children...)607 * (0: all children will be debugged, 1: only this PNode, 2: this and direct children...) 626 608 * @param level The n-th level of the Node we draw (this is internal and only for nice output) 627 609 */ -
trunk/src/lib/graphics/render2D/element_2d.cc
r5090 r5091 119 119 .describe("if the Element is visible or not"); 120 120 121 // LoadParam<Element2D>(root, "2d-position", this, &Element2D::setPosition2D) 122 // .describe("the _relative_ position (away from alignment) this 2d-element shows"); 123 121 122 // PNode-style: 123 LoadParam<Element2D>(root, "rel-coor", this, &Element2D::setRelCoor2D) 124 .describe("Sets The relative position of the Node to its parent."); 125 126 LoadParam<Element2D>(root, "abs-coor", this, &Element2D::setAbsCoor2D) 127 .describe("Sets The absolute Position of the Node."); 128 129 LoadParam<Element2D>(root, "rel-dir", this, &Element2D::setRelDir2D) 130 .describe("Sets The relative rotation of the Node to its parent."); 131 132 LoadParam<Element2D>(root, "abs-dir", this, &Element2D::setAbsDir2D) 133 .describe("Sets The absolute rotation of the Node."); 134 135 LoadParam<Element2D>(root, "parent", this, &Element2D::setParent2D) 136 .describe("the Name of the Parent of this Element2D"); 137 138 LoadParam<Element2D>(root, "parent-mode", this, &Element2D::setParentMode2D) 139 .describe("the mode to connect this node to its parent ()"); 140 141 // cycling properties 142 if (root != NULL) 143 { 144 const TiXmlElement* element = root->FirstChildElement(); 145 while (element != NULL) 146 { 147 LoadParam<Element2D>(root, "parent", this, &Element2D::addChild2D, true) 148 .describe("adds a new Child to the current Node."); 149 150 element = element->NextSiblingElement(); 151 } 152 } 124 153 } 125 154 … … 179 208 } 180 209 181 210 /** 211 * sets the relative coordinate of the Element2D to its parent 212 * @param relCoord the relative coordinate to the parent 213 */ 182 214 void Element2D::setRelCoor2D (const Vector& relCoord) 183 215 { … … 187 219 188 220 221 /** 222 * sets the relative coordinate of the Element2D to its Parent 223 * @param x the x coordinate 224 * @param y the y coordinate 225 * @param z the z coordinate 226 */ 189 227 void Element2D::setRelCoor2D (float x, float y, float z) 190 228 { … … 192 230 } 193 231 232 /** 233 * sets the Relative coordinate to the parent in Pixels 234 * @param x the relCoord X 235 * @param y the relCoord Y 236 */ 194 237 void Element2D::setRelCoor2Dpx (int x, int y) 195 238 { … … 200 243 } 201 244 202 245 /** 246 * sets a new relative position smoothely 247 * @param relCoordSoft the new Position to iterate to 248 * @param bias how fast to iterate to this position 249 */ 203 250 void Element2D::setRelCoorSoft2D(const Vector& relCoordSoft, float bias) 204 251 { … … 210 257 } 211 258 259 /** 260 * sets a new relative position smoothely 261 * @param x the new x-coordinate in Pixels of the Position to iterate to 262 * @param y the new y-coordinate in Pixels of the Position to iterate to 263 * @param bias how fast to iterate to this position 264 */ 212 265 void Element2D::setRelCoorSoft2Dpx (int x, int y, float bias) 213 266 { … … 218 271 } 219 272 220 273 /** 274 * set relative coordinates smoothely 275 * @param x x-relative coordinates to its parent 276 * @param y y-relative coordinates to its parent 277 * @param z z-relative coordinates to its parent 278 * @see void PNode::setRelCoorSoft (const Vector&, float) 279 */ 221 280 void Element2D::setRelCoorSoft2D(float x, float y, float depth, float bias) 222 281 { … … 224 283 } 225 284 285 /** 286 * @param absCoord set absolute coordinate 287 */ 226 288 void Element2D::setAbsCoor2D (const Vector& absCoord) 227 289 { … … 245 307 } 246 308 309 /** 310 * @param x x-coordinate. 311 * @param y y-coordinate. 312 * @param z z-coordinate. 313 * @see void PNode::setAbsCoor (const Vector& absCoord) 314 */ 247 315 void Element2D::setAbsCoor2D (float x, float y, float depth) 248 316 { … … 250 318 } 251 319 252 320 /** 321 * @param x x-coordinate in Pixels 322 * @param y y-coordinate in Pixels 323 * @see void PNode::setAbsCoor (const Vector& absCoord) 324 */ 253 325 void Element2D::setAbsCoor2Dpx (int x, int y) 254 326 { … … 259 331 } 260 332 333 /** 334 * shift coordinate ralative 335 * @param shift shift vector 336 * 337 * This simply adds the shift-Vector to the relative Coordinate 338 */ 261 339 void Element2D::shiftCoor2D (const Vector& shift) 262 340 { … … 266 344 } 267 345 268 346 /** 347 * shifts in PixelSpace 348 * @param x the pixels to shift in X 349 * @param y the pixels to shift in Y 350 */ 269 351 void Element2D::shiftCoor2Dpx (int x, int y) 270 352 { … … 274 356 } 275 357 276 358 /** 359 * set relative direction 360 * @param relDir to its parent 361 */ 277 362 void Element2D::setRelDir2D (float relDir) 278 363 { … … 281 366 } 282 367 368 /** 369 * sets the Relative Direction of this node to its parent in a Smoothed way 370 * @param relDirSoft the direction to iterate to smoothely. 371 * @param bias how fast to iterate to the new Direction 372 */ 283 373 void Element2D::setRelDirSoft2D(float relDirSoft, float bias) 284 374 { … … 290 380 } 291 381 382 /** 383 * sets the absolute direction 384 * @param absDir absolute coordinates 385 */ 292 386 void Element2D::setAbsDir2D (float absDir) 293 387 { … … 300 394 } 301 395 396 /** 397 * shift Direction 398 * @param shift the direction around which to shift. 399 */ 302 400 void Element2D::shiftDir2D (float shiftDir) 303 401 { … … 306 404 } 307 405 308 406 /** 407 * adds a child and makes this node to a parent 408 * @param child child reference 409 * @param parentMode on which changes the child should also change ist state 410 * 411 * use this to add a child to this node. 412 */ 309 413 void Element2D::addChild2D (Element2D* child, int parentingMod) 310 414 { … … 320 424 } 321 425 426 /** 427 * @see Element2D::addChild(Element2D* child); 428 * @param childName the name of the child to add to this PNode 429 */ 322 430 void Element2D::addChild2D (const char* childName) 323 431 { … … 327 435 } 328 436 437 /** 438 * removes a child from the node 439 * @param child the child to remove from this Node.. 440 * 441 * Children from nodes will not be lost, they are referenced to NullPointer 442 */ 329 443 void Element2D::removeChild2D (Element2D* child) 330 444 { … … 334 448 } 335 449 450 /** 451 * remove this pnode from the tree and adds all following to NullParent 452 * 453 * this can be the case, if an entity in the world is being destroyed. 454 */ 336 455 void Element2D::remove2D() 337 456 { … … 348 467 } 349 468 350 469 /** 470 * sets the parent of this Element2D 471 * @param parent the Parent to set 472 */ 351 473 void Element2D::setParent2D (Element2D* parent) 352 474 { … … 354 476 } 355 477 478 /** 479 * @see Element2D::setParent(Element2D* parent); 480 * @param parentName the name of the Parent to set to this Element2D 481 */ 356 482 void Element2D::setParent2D (const char* parentName) 357 483 { … … 362 488 } 363 489 364 490 /** 491 * does the reparenting in a very smooth way 492 * @param parentNode the new Node to connect this node to. 493 * @param bias the speed to iterate to this new Positions 494 */ 365 495 void Element2D::softReparent2D(Element2D* parentNode, float bias) 366 496 { … … 394 524 } 395 525 526 /** 527 * does the reparenting in a very smooth way 528 * @param parentName the name of the Parent to reconnect to 529 * @param bias the speed to iterate to this new Positions 530 */ 396 531 void Element2D::softReparent2D(const char* parentName, float bias) 397 532 { … … 401 536 } 402 537 403 538 /** 539 * sets the mode of this parent manually 540 * @param parentMode a String representing this parentingMode 541 */ 404 542 void Element2D::setParentMode2D (const char* parentingMode) 405 543 { … … 407 545 } 408 546 409 547 /** 548 * updates the absCoordinate/absDirection 549 * @param dt The time passed since the last update 550 551 this is used to go through the parent-tree to update all the absolute coordinates 552 and directions. this update should be done by the engine, so you don't have to 553 worry, normaly... 554 */ 410 555 void Element2D::update2D (float dt) 411 556 { … … 541 686 } 542 687 543 688 /** 689 * displays some information about this pNode 690 * @param depth The deph into which to debug the children of this Element2D to. 691 * (0: all children will be debugged, 1: only this Element2D, 2: this and direct children...) 692 * @param level The n-th level of the Node we draw (this is internal and only for nice output) 693 */ 544 694 void Element2D::debug (unsigned int depth, unsigned int level) const 545 695 { … … 578 728 #include "color.h" 579 729 730 /** 731 * displays the Element2D at its position with its rotation as a Plane. 732 */ 580 733 void Element2D::debugDraw2D(unsigned int depth, float size, Vector color) const 581 734 { … … 585 738 586 739 // helper functions // 740 /** 741 * converts a parentingMode into a string that is the name of it 742 * @param parentingMode the ParentingMode to convert 743 * @return the converted string 744 */ 587 745 const char* Element2D::parentingModeToChar2D(int parentingMode) 588 746 { … … 599 757 } 600 758 759 /** 760 * converts a parenting-mode-string into a int 761 * @param parentingMode the string naming the parentingMode 762 * @return the int corresponding to the named parentingMode 763 */ 601 764 E2D_PARENT_MODE Element2D::charToParentingMode2D(const char* parentingMode) 602 765 {
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