[Orxonox-commit 2587] r7292 - in code/branches/doc/src: libraries/core orxonox/worldentities

landauf at orxonox.net landauf at orxonox.net
Tue Aug 31 17:40:59 CEST 2010


Author: landauf
Date: 2010-08-31 17:40:59 +0200 (Tue, 31 Aug 2010)
New Revision: 7292

Modified:
   code/branches/doc/src/libraries/core/Game.h
   code/branches/doc/src/orxonox/worldentities/WorldEntity.cc
   code/branches/doc/src/orxonox/worldentities/WorldEntity.h
Log:
fixed some misspelled doxygen tags (note: doxygen is case-sensitive and all tags are lowercase)

Modified: code/branches/doc/src/libraries/core/Game.h
===================================================================
--- code/branches/doc/src/libraries/core/Game.h	2010-08-31 15:19:36 UTC (rev 7291)
+++ code/branches/doc/src/libraries/core/Game.h	2010-08-31 15:40:59 UTC (rev 7292)
@@ -52,7 +52,7 @@
 #include "OrxonoxClass.h"
 
 /**
- at def
+ at brief
     Adds a new GameState to the Game. The second parameter is the name as string
     and every following paramter is a constructor argument (which is usually non existent)
 */

Modified: code/branches/doc/src/orxonox/worldentities/WorldEntity.cc
===================================================================
--- code/branches/doc/src/orxonox/worldentities/WorldEntity.cc	2010-08-31 15:19:36 UTC (rev 7291)
+++ code/branches/doc/src/orxonox/worldentities/WorldEntity.cc	2010-08-31 15:40:59 UTC (rev 7292)
@@ -266,7 +266,7 @@
     /**
     @brief
         Attaches this object to a parent SceneNode.
-    @Remarks
+    @remarks
         Only use this method if you know exactly what you're doing!
         Normally, attaching works internally by attaching WE's.
     */
@@ -281,7 +281,7 @@
     /**
     @brief
         Detaches this object from a parent SceneNode.
-    @Remarks
+    @remarks
         Only use this method if you know exactly what you're doing!
         Normally, attaching works internally by attaching WE's.
     */
@@ -354,7 +354,7 @@
     @brief
         Attaches a child WorldEntity to this object. This calls notifyBeingAttached()
         of the child WE.
-    @Note
+    @note
         The collision shape of the child object gets attached nevertheless. That also means
         that you can change the collision shape of the child and it correctly cascadeds the changes to this instance.
         Be aware of this implication: When implementing attaching of kinematic objects to others, you have to change
@@ -627,7 +627,7 @@
     /**
     @brief
         Sets the three dimensional scaling of this object.
-    @Note
+    @note
         Scaling physical objects has not yet been implemented and is therefore forbidden.
     */
     void WorldEntity::setScale3D(const Vector3& scale)
@@ -773,7 +773,7 @@
     /**
     @brief
         Sets the CollisionType. This alters the object significantly! @see CollisionType.
-    @Note
+    @note
         Operation does not work on attached WorldEntities.
     */
     void WorldEntity::setCollisionType(CollisionType type)
@@ -899,7 +899,7 @@
     @brief
         Recalculates the accumulated child mass and calls recalculateMassProps()
         and notifies the parent of the change.
-    @Note
+    @note
         Called by a child WE
     */
     void WorldEntity::notifyChildMassChanged()
@@ -918,7 +918,7 @@
     /**
     @brief
         Undertakes the necessary steps to change the collision shape in Bullet, even at runtime.
-    @Note
+    @note
         - called by this->collisionShape_
         - May have a REALLY big overhead when called continuously at runtime, because then we need
           to remove the physical body from Bullet and add it again.

Modified: code/branches/doc/src/orxonox/worldentities/WorldEntity.h
===================================================================
--- code/branches/doc/src/orxonox/worldentities/WorldEntity.h	2010-08-31 15:19:36 UTC (rev 7291)
+++ code/branches/doc/src/orxonox/worldentities/WorldEntity.h	2010-08-31 15:40:59 UTC (rev 7292)
@@ -298,7 +298,7 @@
             /**
             @brief
                 Returns the diagonal elements of the inertia tensor when calculated in local coordinates.
-            @Note
+            @note
                 The local inertia tensor cannot be set, but is calculated by Bullet according to the collisionShape.
                 With compound collision shapes, an approximation is used.
             */
@@ -366,11 +366,11 @@
                 Virtual function that gets called when this object collides with another.
             @param otherObject
                 The object this one has collided into.
-            @pram contactPoint
+            @param contactPoint
                 Contact point provided by Bullet. Holds more information and can me modified. See return value.
-            @Return
+            @return
                 Returning false means that no modification to the contactPoint has been made. Return true otherwise!
-            @Note
+            @note
                 Condition is that enableCollisionCallback() was called.
             */
             virtual inline bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint)




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