[Orxonox-commit 4751] r9420 - code/branches/shaders/src/orxonox

davidsa at orxonox.net davidsa at orxonox.net
Mon Oct 29 16:16:18 CET 2012


Author: davidsa
Date: 2012-10-29 16:16:17 +0100 (Mon, 29 Oct 2012)
New Revision: 9420

Modified:
   code/branches/shaders/src/orxonox/RenderQueueListener.cc
   code/branches/shaders/src/orxonox/Scene.cc
   code/branches/shaders/src/orxonox/Scene.h
Log:
Added some documentation to orxonox::Scene

Modified: code/branches/shaders/src/orxonox/RenderQueueListener.cc
===================================================================
--- code/branches/shaders/src/orxonox/RenderQueueListener.cc	2012-10-29 14:48:20 UTC (rev 9419)
+++ code/branches/shaders/src/orxonox/RenderQueueListener.cc	2012-10-29 15:16:17 UTC (rev 9420)
@@ -29,7 +29,7 @@
 
 /**
   @file RenderQueueListener.cc
-  @brief Definition of the RenderQueueListener class.
+  @brief Implementation of the RenderQueueListener class.
 */
 
 #include "RenderQueueListener.h"

Modified: code/branches/shaders/src/orxonox/Scene.cc
===================================================================
--- code/branches/shaders/src/orxonox/Scene.cc	2012-10-29 14:48:20 UTC (rev 9419)
+++ code/branches/shaders/src/orxonox/Scene.cc	2012-10-29 15:16:17 UTC (rev 9420)
@@ -27,6 +27,12 @@
  *
  */
 
+/**
+ at file Scene.cc
+ at brief Implementation of Scene Class
+*/
+
+
 #include "Scene.h"
 
 #include <OgreRoot.h>
@@ -52,7 +58,12 @@
 namespace orxonox
 {
     CreateFactory(Scene);
-
+    
+    /**
+    @brief 
+        Constructor, it sets common standard paramters for a scene depending on whether it will be rendered or not.
+        It also makes sure we user our own render queue listener for rendering instead of the standard listener provided by Ogre
+    */
     Scene::Scene(BaseObject* creator) : BaseObject(creator), Synchronisable(creator)
     {
         RegisterObject(Scene);

Modified: code/branches/shaders/src/orxonox/Scene.h
===================================================================
--- code/branches/shaders/src/orxonox/Scene.h	2012-10-29 14:48:20 UTC (rev 9419)
+++ code/branches/shaders/src/orxonox/Scene.h	2012-10-29 15:16:17 UTC (rev 9420)
@@ -27,6 +27,11 @@
  *
  */
 
+/**
+ at file Scene.h
+ at brief Definition of Scene Class
+*/
+
 #ifndef _Scene_H__
 #define _Scene_H__
 
@@ -47,6 +52,12 @@
     class _OrxonoxExport Scene : public BaseObject, public Synchronisable, public Tickable
     {
         public:
+            /**
+            @brief 
+                This class holds a Scene which is a collection of all kinds of objects to be rendered in the same space,
+                with the same physics and the same light properties. Objects can be anything from a light source, over non physical objects
+                like Billboards to just plain Models with an attached Mesh
+            */
             Scene(BaseObject* creator);
             virtual ~Scene();
 
@@ -93,15 +104,15 @@
             void networkcallback_applyShadows()
                 { this->setShadow(this->bShadows_); }
 
-            Ogre::SceneManager*      sceneManager_;
-            Ogre::SceneNode*         rootSceneNode_;
+            Ogre::SceneManager*      sceneManager_; //!< This is a pointer to the Ogre SceneManager we're using to render the Scene
+            Ogre::SceneNode*         rootSceneNode_; //!< This is a pointer to the root node of the Scene tree
 
-            std::string              skybox_;
-            ColourValue              ambientLight_;
-            std::list<BaseObject*>   objects_;
-            bool                     bShadows_;
-            float                    soundReferenceDistance_;
-            Radar*                   radar_;
+            std::string              skybox_; //!< This string holds information about the skybox we're using
+            ColourValue              ambientLight_; //!< This variable holds the color value for the ambient light in our scene, usually black in space
+            std::list<BaseObject*>   objects_; //!< This list holds all the objects created in our scene
+            bool                     bShadows_; //!< Do we want shadows in our scene?
+            float                    soundReferenceDistance_; //!< This holds a reference distance, which represents the distance between our scene and the listener
+            Radar*                   radar_; //!< This is a pointer to a Radar object assigned with this scene
 
 
         /////////////




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