Commit e91f27f0 authored by Jan Möbius's avatar Jan Möbius
Browse files

Fixed documentation warnings

git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@14211 383ad7c9-94d9-4d36-a494-682f7c89f535
parent b59d4b48
......@@ -135,7 +135,8 @@ void SkeletonTransform::translateSkeleton(ACG::Vec3d _translation, Skeleton::Pos
*
* transform the skeleton in the reference pose and all animations simultanously
*
* @param _transform the transformation to apply
* @param _transformation The transformation to apply
* @param _pose The pose on which the transformation should be applied
*
*/
void SkeletonTransform::transformSkeleton(Matrix4x4 _transformation, Skeleton::Pose* _pose) {
......@@ -176,9 +177,9 @@ void SkeletonTransform::transformSkeleton(Matrix4x4 _transformation, Skeleton::P
* to animation poses does not make much sense. Use rotateJoint to change joint positions
* during the animation.
*
* @param _joint target joint
* @param _transform the transformation to apply
* @param _keepChildPositions keep the global positions of child joints
* @param _joint Target joint
* @param _matrix The transformation to apply
* @param _keepChildPositions Keep the global positions of child joints
*
*/
void SkeletonTransform::transformJoint(Skeleton::Joint* _joint, Matrix4x4 _matrix, bool _keepChildPositions) {
......@@ -304,9 +305,9 @@ void SkeletonTransform::transformJoint(Skeleton::Joint* _joint, Matrix4x4 _matri
* to animation poses does not make much sense. Use rotateJoint to change joint positions
* during the animation.
*
* @param _joint target joint
* @param _transform the transformation to apply
* @param _keepChildPositions keep the global positions of child joints
* @param _joint Target joint
* @param _translation The translation to apply
* @param _keepChildPositions Keep the global positions of child joints
*
*/
void SkeletonTransform::translateJoint(Skeleton::Joint* _joint, ACG::Vec3d _translation, bool _keepChildPositions) {
......@@ -319,14 +320,14 @@ void SkeletonTransform::translateJoint(Skeleton::Joint* _joint, ACG::Vec3d _tran
//-----------------------------------------------------------------------------
/** \brief rotate a joint in an arbitrary Pose
/** \brief Rotate a joint in an arbitrary Pose
*
* rotate a joint in the given pose and with the given rotation matrix.
* Rotate a joint in the given pose and with the given rotation matrix.
*
* @param _joint target joint
* @param _pose target pose
* @param _matrix the rotation matrix that should be applied
* @param _applyToWholeAnimation should the relative rotation be applied to all frames of the animation?
* @param _joint Target joint
* @param _pose Target pose
* @param _rotation The rotation matrix that should be applied
* @param _applyToWholeAnimation Should the relative rotation be applied to all frames of the animation?
*
*/
void SkeletonTransform::rotateJoint(Skeleton::Joint* _joint, Skeleton::Pose* _pose, Matrix4x4 _rotation, bool _applyToWholeAnimation) {
......
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