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authorCampbell Barton <ideasman42@gmail.com>2012-03-02 20:05:54 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-02 20:05:54 +0400
commit7bbf4b78313df9f6d2c760b527eb36a5d0418b82 (patch)
treeace55a086362cf5b35174d55442322a793dd32c1 /source/gameengine
parentc8636ca3dd8bde1cc548ef21fb7a1fd304799164 (diff)
style cleanup
- spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderCanvas.h2
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.cpp2
-rw-r--r--source/gameengine/Expressions/ListValue.h2
-rw-r--r--source/gameengine/Expressions/PyObjectPlus.cpp2
-rw-r--r--source/gameengine/Expressions/Value.h4
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.h6
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickSensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_RandomActuator.cpp2
-rw-r--r--source/gameengine/GamePlayer/common/GPC_Canvas.h32
-rw-r--r--source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h2
-rw-r--r--source/gameengine/GamePlayer/common/GPC_MouseDevice.h34
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RawImage.h28
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.h2
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_KeyboardDevice.h2
-rw-r--r--source/gameengine/Ketsji/KX_Camera.h14
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h22
-rw-r--r--source/gameengine/Ketsji/KX_IPhysicsController.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.h36
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.h2
-rw-r--r--source/gameengine/Ketsji/KX_PolygonMaterial.h8
-rw-r--r--source/gameengine/Ketsji/KX_PythonInit.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_Scene.h18
-rw-r--r--source/gameengine/Ketsji/KX_TimeCategoryLogger.h20
-rw-r--r--source/gameengine/Ketsji/KX_TimeLogger.h10
-rw-r--r--source/gameengine/Network/NG_NetworkScene.h2
-rw-r--r--source/gameengine/PyDoc/API_intro.py110
-rw-r--r--source/gameengine/PyDoc/PhysicsConstraints.py293
-rw-r--r--source/gameengine/PyDoc/VideoTexture.py217
-rw-r--r--source/gameengine/PyDoc/bge_api_validate_py.txt136
-rwxr-xr-xsource/gameengine/PyDoc/epy_docgen.sh16
-rw-r--r--source/gameengine/PyDoc/how_to_build_win.txt16
-rw-r--r--source/gameengine/Rasterizer/RAS_FramingManager.h4
-rw-r--r--source/gameengine/Rasterizer/RAS_ICanvas.h4
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.h8
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h38
-rw-r--r--source/gameengine/Rasterizer/RAS_IRenderTools.h26
-rw-r--r--source/gameengine/SceneGraph/SG_BBox.h4
-rw-r--r--source/gameengine/SceneGraph/SG_Controller.cpp4
-rw-r--r--source/gameengine/SceneGraph/SG_Controller.h12
-rw-r--r--source/gameengine/SceneGraph/SG_Node.h4
-rw-r--r--source/gameengine/SceneGraph/SG_ParentRelation.h4
-rw-r--r--source/gameengine/SceneGraph/SG_Tree.h6
-rw-r--r--source/gameengine/VideoTexture/VideoFFmpeg.cpp4
44 files changed, 186 insertions, 982 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h
index 0da5301ed5d..a9a12f5a9e0 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h
+++ b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h
@@ -65,7 +65,7 @@ private:
public:
/* Construct a new canvas.
*
- * @param area The Blender ARegion to run the game within.
+ * \param area The Blender ARegion to run the game within.
*/
KX_BlenderCanvas(struct wmWindow* win, class RAS_Rect &rect, struct ARegion* ar);
~KX_BlenderCanvas();
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp
index c4e7fd993c4..4e5852a21c1 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.cpp
+++ b/source/gameengine/Converter/BL_MeshDeformer.cpp
@@ -110,7 +110,7 @@ void BL_MeshDeformer::Relink(CTR_Map<class CTR_HashedPtr, void*>*map)
}
/**
- * @warning This function is expensive!
+ * \warning This function is expensive!
*/
void BL_MeshDeformer::RecalcNormals()
{
diff --git a/source/gameengine/Expressions/ListValue.h b/source/gameengine/Expressions/ListValue.h
index 26c11cccc7a..4446b40af16 100644
--- a/source/gameengine/Expressions/ListValue.h
+++ b/source/gameengine/Expressions/ListValue.h
@@ -34,7 +34,7 @@ public:
void Configure(CValue* menuvalue);
void Add(CValue* value);
- /** @attention not implemented yet :( */
+ /** \attention not implemented yet :( */
virtual CValue* Calc(VALUE_OPERATOR op,CValue *val);
virtual CValue* CalcFinal(VALUE_DATA_TYPE dtype,
VALUE_OPERATOR op,
diff --git a/source/gameengine/Expressions/PyObjectPlus.cpp b/source/gameengine/Expressions/PyObjectPlus.cpp
index 9f3b62b34d8..e772aec28e3 100644
--- a/source/gameengine/Expressions/PyObjectPlus.cpp
+++ b/source/gameengine/Expressions/PyObjectPlus.cpp
@@ -217,7 +217,7 @@ PyObject * PyObjectPlus::py_base_new(PyTypeObject *type, PyObject *args, PyObjec
}
/**
- * @param self A PyObjectPlus_Proxy
+ * \param self A PyObjectPlus_Proxy
*/
void PyObjectPlus::py_base_dealloc(PyObject *self) // python wrapper
{
diff --git a/source/gameengine/Expressions/Value.h b/source/gameengine/Expressions/Value.h
index 64d7496a4e5..3a81ec05d5b 100644
--- a/source/gameengine/Expressions/Value.h
+++ b/source/gameengine/Expressions/Value.h
@@ -316,7 +316,7 @@ public:
virtual CValue* FindIdentifier(const STR_String& identifiername);
/** Set the wireframe color of this value depending on the CSG
* operator type <op>
- * @attention: not implemented */
+ * \attention: not implemented */
virtual void SetColorOperator(VALUE_OPERATOR op);
virtual const STR_String & GetText() = 0;
@@ -327,7 +327,7 @@ public:
virtual STR_String& GetName() = 0; // Retrieve the name of the value
virtual void SetName(const char *name) = 0; // Set the name of the value
/** Sets the value to this cvalue.
- * @attention this particular function should never be called. Why not abstract? */
+ * \attention this particular function should never be called. Why not abstract? */
virtual void SetValue(CValue* newval);
virtual CValue* GetReplica() =0;
virtual void ProcessReplica();
diff --git a/source/gameengine/GameLogic/SCA_ISensor.h b/source/gameengine/GameLogic/SCA_ISensor.h
index 8a7a29ef5b9..3bb29f3f0a2 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.h
+++ b/source/gameengine/GameLogic/SCA_ISensor.h
@@ -119,9 +119,9 @@ public:
virtual CValue* GetReplica()=0;
/** Set parameters for the pulsing behavior.
- * @param posmode Trigger positive pulses?
- * @param negmode Trigger negative pulses?
- * @param freq Frequency to use when doing pulsing.
+ * \param posmode Trigger positive pulses?
+ * \param negmode Trigger negative pulses?
+ * \param freq Frequency to use when doing pulsing.
*/
void SetPulseMode(bool posmode,
bool negmode,
diff --git a/source/gameengine/GameLogic/SCA_JoystickSensor.h b/source/gameengine/GameLogic/SCA_JoystickSensor.h
index db34ce4cc15..eecbf2c4183 100644
--- a/source/gameengine/GameLogic/SCA_JoystickSensor.h
+++ b/source/gameengine/GameLogic/SCA_JoystickSensor.h
@@ -65,7 +65,7 @@ class SCA_JoystickSensor :public SCA_ISensor
*/
int m_hatf;
/**
- * The threshold value the axis acts opon
+ * The threshold value the axis acts upon
*/
int m_precision;
/**
diff --git a/source/gameengine/GameLogic/SCA_RandomActuator.cpp b/source/gameengine/GameLogic/SCA_RandomActuator.cpp
index 59925f44040..0034b5b3f54 100644
--- a/source/gameengine/GameLogic/SCA_RandomActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomActuator.cpp
@@ -404,7 +404,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setBoolConst,
/* 12. setBoolUniform, */
KX_PYMETHODDEF_DOC_NOARGS(SCA_RandomActuator, setBoolUniform,
"setBoolUniform()\n"
-"\tSet this generator to produce true and false, each with 50%% chance of occuring\n")
+"\tSet this generator to produce true and false, each with 50%% chance of occurring\n")
{
/* no args */
m_distribution = KX_RANDOMACT_BOOL_UNIFORM;
diff --git a/source/gameengine/GamePlayer/common/GPC_Canvas.h b/source/gameengine/GamePlayer/common/GPC_Canvas.h
index 28105a8cdd8..cd2bc7e374e 100644
--- a/source/gameengine/GamePlayer/common/GPC_Canvas.h
+++ b/source/gameengine/GamePlayer/common/GPC_Canvas.h
@@ -106,7 +106,7 @@ public:
virtual void ResizeWindow(int width, int height){};
/**
- * @section Methods inherited from abstract base class RAS_ICanvas.
+ * \section Methods inherited from abstract base class RAS_ICanvas.
*/
int
@@ -157,7 +157,7 @@ public:
void ClearColor(float r, float g, float b, float a);
/**
- * @section Methods inherited from abstract base class RAS_ICanvas.
+ * \section Methods inherited from abstract base class RAS_ICanvas.
* Semantics are not yet honored.
*/
@@ -176,20 +176,20 @@ public:
void ClearBuffer(int type);
/**
- * @section Services provided by this class.
+ * \section Services provided by this class.
*/
/**
* Enables display of a banner.
* The image data is copied inside.
- * @param bannerWidth Display width of the banner.
- * @param bannerHeight Display height of the banner.
- * @param imageWidth Width of the banner image in pixels.
- * @param imageHeight Height of the banner image in pixels.
- * @param imageData Pointer to the pixels of the image to display.
- * @param alignment Where the banner will be positioned on the canvas.
- * @param enabled Whether the banner will be displayed initially.
- * @return A banner id.
+ * \param bannerWidth Display width of the banner.
+ * \param bannerHeight Display height of the banner.
+ * \param imageWidth Width of the banner image in pixels.
+ * \param imageHeight Height of the banner image in pixels.
+ * \param imageData Pointer to the pixels of the image to display.
+ * \param alignment Where the banner will be positioned on the canvas.
+ * \param enabled Whether the banner will be displayed initially.
+ * \return A banner id.
*/
TBannerId AddBanner(
unsigned int bannerWidth, unsigned int bannerHeight,
@@ -199,7 +199,7 @@ public:
/**
* Disposes a banner.
- * @param id Banner to be disposed.
+ * \param id Banner to be disposed.
*/
void DisposeBanner(TBannerId id);
@@ -210,21 +210,21 @@ public:
/**
* Enables or disables display of a banner.
- * @param id Banner id of the banner to be enabled/disabled.
- * @param enabled New state of the banner.
+ * \param id Banner id of the banner to be enabled/disabled.
+ * \param enabled New state of the banner.
*/
void SetBannerEnabled(TBannerId id, bool enabled = true);
/**
* Enables or disables display of all banners.
- * @param enabled New state of the banners.
+ * \param enabled New state of the banners.
*/
void SetBannerDisplayEnabled(bool enabled = true);
protected:
/**
* Disposes a banner.
- * @param it Banner to be disposed.
+ * \param it Banner to be disposed.
*/
void DisposeBanner(TBannerData& banner);
diff --git a/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h b/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h
index ba4213b190c..63e051dd1d4 100644
--- a/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h
+++ b/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h
@@ -45,7 +45,7 @@
* System independent implementation of SCA_IInputDevice.
* System dependent keyboard devices need only to inherit this class
* and fill the m_reverseKeyTranslateTable key translation map.
- * @see SCA_IInputDevice
+ * \see SCA_IInputDevice
*/
class GPC_KeyboardDevice : public SCA_IInputDevice
diff --git a/source/gameengine/GamePlayer/common/GPC_MouseDevice.h b/source/gameengine/GamePlayer/common/GPC_MouseDevice.h
index c5576d1d234..2db1b1ec34c 100644
--- a/source/gameengine/GamePlayer/common/GPC_MouseDevice.h
+++ b/source/gameengine/GamePlayer/common/GPC_MouseDevice.h
@@ -41,7 +41,7 @@
/**
* Generic Ketsji mouse device.
- * @see SCA_IInputDevice
+ * \see SCA_IInputDevice
*/
class GPC_MouseDevice : public SCA_IInputDevice
{
@@ -65,39 +65,39 @@ public:
/**
* Call this routine to update the mouse device when a button state changes.
- * @param button Which button state changes.
- * @param isDown The new state of the button.
- * @param x Position x-coordinate of the cursor at the time of the state change.
- * @param y Position y-coordinate of the cursor at the time of the state change.
- * @return Indication as to whether the event was processed.
+ * \param button Which button state changes.
+ * \param isDown The new state of the button.
+ * \param x Position x-coordinate of the cursor at the time of the state change.
+ * \param y Position y-coordinate of the cursor at the time of the state change.
+ * \return Indication as to whether the event was processed.
*/
virtual bool ConvertButtonEvent(TButtonId button, bool isDown);
/**
* Call this routine to update the mouse device when a button state and
* cursor position changes at the same time (e.g. in Win32 messages).
- * @param button Which button state changes.
- * @param isDown The new state of the button.
- * @param x Position x-coordinate of the cursor at the time of the state change.
- * @param y Position y-coordinate of the cursor at the time of the state change.
- * @return Indication as to whether the event was processed.
+ * \param button Which button state changes.
+ * \param isDown The new state of the button.
+ * \param x Position x-coordinate of the cursor at the time of the state change.
+ * \param y Position y-coordinate of the cursor at the time of the state change.
+ * \return Indication as to whether the event was processed.
*/
virtual bool ConvertButtonEvent(TButtonId button, bool isDown, int x, int y);
/**
* Call this routine to update the mouse device when the cursor has moved.
- * @param x Position x-coordinate of the cursor.
- * @param y Position y-coordinate of the cursor.
- * @return Indication as to whether the event was processed.
+ * \param x Position x-coordinate of the cursor.
+ * \param y Position y-coordinate of the cursor.
+ * \return Indication as to whether the event was processed.
*/
virtual bool ConvertMoveEvent(int x, int y);
protected:
/**
* This routine converts a single mouse event to a Ketsji mouse event.
- * @param kxevent Ketsji event code.
- * @param eventval Value for this event.
- * @return Indication as to whether the event was processed.
+ * \param kxevent Ketsji event code.
+ * \param eventval Value for this event.
+ * \return Indication as to whether the event was processed.
*/
virtual bool ConvertEvent(KX_EnumInputs kxevent, int eventval);
};
diff --git a/source/gameengine/GamePlayer/common/GPC_RawImage.h b/source/gameengine/GamePlayer/common/GPC_RawImage.h
index 86a5feb8ea3..4d3f45597f8 100644
--- a/source/gameengine/GamePlayer/common/GPC_RawImage.h
+++ b/source/gameengine/GamePlayer/common/GPC_RawImage.h
@@ -52,16 +52,16 @@ public:
/**
* Loads the image form the resource into memory.
* Converts size of the image and places it with given alignment.
- * @param hInstApp The application's instance (location of the resources).
- * @param lpName Name of the resource.
- * @param lpType Type of the resource.
- * @param srcWidth The width of the resource image.
- * @param srcHeight The height of the resource image.
- * @param width The width of the image created.
- * @param height The height of the image created.
- * @param alignment How the resource image is located in the image created.
- * @param offsetX Amount of horizontal offset applied to the resource image.
- * @param offsetY Amount of vertical offset applied to the resource image.
+ * \param hInstApp The application's instance (location of the resources).
+ * \param lpName Name of the resource.
+ * \param lpType Type of the resource.
+ * \param srcWidth The width of the resource image.
+ * \param srcHeight The height of the resource image.
+ * \param width The width of the image created.
+ * \param height The height of the image created.
+ * \param alignment How the resource image is located in the image created.
+ * \param offsetX Amount of horizontal offset applied to the resource image.
+ * \param offsetY Amount of vertical offset applied to the resource image.
*/
virtual bool Load(const char *srcName,
int destWidth, int destHeight,
@@ -70,7 +70,7 @@ public:
/**
* Returns the width of the image.
- * @return The width of the image.
+ * \return The width of the image.
*/
virtual int Width() const
{
@@ -79,7 +79,7 @@ public:
/**
* Returns the height of the image.
- * @return The height of the image.
+ * \return The height of the image.
*/
virtual int Height() const
{
@@ -88,7 +88,7 @@ public:
/**
* Returns a pointer to the data loaded from the resource.
- * @return A pointer to the data loaded from the resource.
+ * \return A pointer to the data loaded from the resource.
*/
virtual unsigned char *Data() const
{
@@ -97,7 +97,7 @@ public:
/**
* Returns the size of the data loaded from the resource.
- * @return The size of the loaded from the resource.
+ * \return The size of the loaded from the resource.
*/
virtual int DataSize() const
{
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.h b/source/gameengine/GamePlayer/common/GPC_RenderTools.h
index 54bf45fc74b..166a931beab 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.h
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.h
@@ -77,7 +77,7 @@ public:
float* color,
double* mat,
float aspect);
- /* @attention mode is ignored here */
+ /* \attention mode is ignored here */
void RenderText2D(RAS_TEXT_RENDER_MODE mode,
const char* text,
int xco,
diff --git a/source/gameengine/GamePlayer/ghost/GPG_KeyboardDevice.h b/source/gameengine/GamePlayer/ghost/GPG_KeyboardDevice.h
index 57fd0694ec0..8d72a621b6a 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_KeyboardDevice.h
+++ b/source/gameengine/GamePlayer/ghost/GPG_KeyboardDevice.h
@@ -44,7 +44,7 @@
* GHOST implementation of GPC_KeyboardDevice.
* The contructor fills the keyboard code translation map.
* Base class GPC_KeyboardDevice does the rest.
- * @see SCA_IInputDevice
+ * \see SCA_IInputDevice
*/
class GPG_KeyboardDevice : public GPC_KeyboardDevice
{
diff --git a/source/gameengine/Ketsji/KX_Camera.h b/source/gameengine/Ketsji/KX_Camera.h
index 082d363fed6..38fc170e371 100644
--- a/source/gameengine/Ketsji/KX_Camera.h
+++ b/source/gameengine/Ketsji/KX_Camera.h
@@ -191,7 +191,7 @@ public:
void InvalidateProjectionMatrix(bool valid = false);
/** Gets the modelview matrix that is used by the rasterizer.
- * @warning If the Camera is a dynamic object then this method may return garbage. Use GetCameraToWorld() instead.
+ * \warning If the Camera is a dynamic object then this method may return garbage. Use GetCameraToWorld() instead.
*/
const MT_Matrix4x4& GetModelviewMatrix() const;
@@ -217,21 +217,21 @@ public:
/**
* Tests if the given sphere is inside this camera's view frustum.
*
- * @param center The center of the sphere, in world coordinates.
- * @param radius The radius of the sphere.
- * @return INSIDE, INTERSECT, or OUTSIDE depending on the sphere's relation to the frustum.
+ * \param center The center of the sphere, in world coordinates.
+ * \param radius The radius of the sphere.
+ * \return INSIDE, INTERSECT, or OUTSIDE depending on the sphere's relation to the frustum.
*/
int SphereInsideFrustum(const MT_Point3& center, const MT_Scalar &radius);
/**
* Tests the given eight corners of a box with the view frustum.
*
- * @param box a pointer to eight MT_Point3 representing the world coordinates of the corners of the box.
- * @return INSIDE, INTERSECT, or OUTSIDE depending on the box's relation to the frustum.
+ * \param box a pointer to eight MT_Point3 representing the world coordinates of the corners of the box.
+ * \return INSIDE, INTERSECT, or OUTSIDE depending on the box's relation to the frustum.
*/
int BoxInsideFrustum(const MT_Point3 *box);
/**
* Tests the given point against the view frustum.
- * @return true if the given point is inside or on the view frustum; false if it is outside.
+ * \return true if the given point is inside or on the view frustum; false if it is outside.
*/
bool PointInsideFrustum(const MT_Point3& x);
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index ea721d19179..843fba15725 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -284,7 +284,7 @@ public:
);
/**
- * @section Stuff which is here due to poor design.
+ * \section Stuff which is here due to poor design.
* Inherited from CValue and needs an implementation.
* Do not expect these functions do to anything sensible.
*/
@@ -324,7 +324,7 @@ public:
);
/**
- * @section Inherited from CValue. These are the useful
+ * \section Inherited from CValue. These are the useful
* part of the CValue interface that this class implements.
*/
@@ -428,7 +428,7 @@ public:
);
/**
- * @return a pointer to the physics controller owned by this class.
+ * \return a pointer to the physics controller owned by this class.
*/
KX_IPhysicsController* GetPhysicsController();
@@ -449,7 +449,7 @@ public:
}
/**
- * @return a pointer to the graphic controller owner by this class
+ * \return a pointer to the graphic controller owner by this class
*/
PHY_IGraphicController* GetGraphicController()
{
@@ -466,7 +466,7 @@ public:
void ActivateGraphicController(bool recurse);
/**
- * @section Coordinate system manipulation functions
+ * \section Coordinate system manipulation functions
*/
void NodeSetLocalPosition(const MT_Point3& trans );
@@ -496,7 +496,7 @@ public:
const MT_Point3& NodeGetLocalPosition( ) const;
/**
- * @section scene graph node accessor functions.
+ * \section scene graph node accessor functions.
*/
SG_Node* GetSGNode( )
@@ -510,7 +510,7 @@ public:
}
/**
- * @section blender object accessor functions.
+ * \section blender object accessor functions.
*/
struct Object* GetBlenderObject( )
@@ -572,7 +572,7 @@ public:
/**
- * @section Physics accessors for this node.
+ * \section Physics accessors for this node.
*
* All these calls get passed directly to the physics controller
* owned by this object.
@@ -673,7 +673,7 @@ public:
);
/**
- * @section Mesh accessor functions.
+ * \section Mesh accessor functions.
*/
/**
@@ -829,7 +829,7 @@ public:
) { return m_bIsNegativeScaling; }
/**
- * @section Logic bubbling methods.
+ * \section Logic bubbling methods.
*/
/**
@@ -885,7 +885,7 @@ public:
#ifdef WITH_PYTHON
/**
- * @section Python interface functions.
+ * \section Python interface functions.
*/
virtual PyObject* py_repr(void)
{
diff --git a/source/gameengine/Ketsji/KX_IPhysicsController.cpp b/source/gameengine/Ketsji/KX_IPhysicsController.cpp
index 62e3c346dd8..bd75246a97f 100644
--- a/source/gameengine/Ketsji/KX_IPhysicsController.cpp
+++ b/source/gameengine/Ketsji/KX_IPhysicsController.cpp
@@ -1,6 +1,4 @@
/*
- * @file KX_IPhysicsController.cpp
- *
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
@@ -48,5 +46,3 @@ KX_IPhysicsController::KX_IPhysicsController(bool dyna, bool sensor, bool compou
KX_IPhysicsController::~KX_IPhysicsController()
{
}
-
-
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.h b/source/gameengine/Ketsji/KX_KetsjiEngine.h
index ab3126d90a0..7a29e2a2731 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.h
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.h
@@ -279,13 +279,13 @@ public:
/**
* Sets display of all frames.
- * @param bUseFixedTime New setting for display all frames.
+ * \param bUseFixedTime New setting for display all frames.
*/
void SetUseFixedTime(bool bUseFixedTime);
/**
* Returns display of all frames.
- * @return Current setting for display all frames.
+ * \return Current setting for display all frames.
*/
bool GetUseFixedTime(void) const;
@@ -360,35 +360,35 @@ public:
/**
* Activates or deactivates timing information display.
- * @param frameRate Display for frame rate on or off.
- * @param profile Display for individual components on or off.
- * @param properties Display of scene object debug properties on or off.
+ * \param frameRate Display for frame rate on or off.
+ * \param profile Display for individual components on or off.
+ * \param properties Display of scene object debug properties on or off.
*/
void SetTimingDisplay(bool frameRate, bool profile, bool properties);
/**
* Returns status of timing information display.
- * @param frameRate Display for frame rate on or off.
- * @param profile Display for individual components on or off.
- * @param properties Display of scene object debug properties on or off.
+ * \param frameRate Display for frame rate on or off.
+ * \param profile Display for individual components on or off.
+ * \param properties Display of scene object debug properties on or off.
*/
void GetTimingDisplay(bool& frameRate, bool& profile, bool& properties) const;
/**
* Sets cursor hiding on every frame.
- * @param hideCursor Turns hiding on or off.
+ * \param hideCursor Turns hiding on or off.
*/
void SetHideCursor(bool hideCursor);
/**
* Returns the current setting for cursor hiding.
- * @return The current setting for cursor hiding.
+ * \return The current setting for cursor hiding.
*/
bool GetHideCursor(void) const;
/**
* Enables/disables the use of the framing bar color of the Blender file's scenes.
- * @param overrideFrameColor The new setting.
+ * \param overrideFrameColor The new setting.
*/
void SetUseOverrideFrameColor(bool overrideFrameColor);
@@ -399,17 +399,17 @@ public:
/**
* Set the color used for framing bar color instead of the one in the Blender file's scenes.
- * @param r Red component of the override color.
- * @param g Green component of the override color.
- * @param b Blue component of the override color.
+ * \param r Red component of the override color.
+ * \param g Green component of the override color.
+ * \param b Blue component of the override color.
*/
void SetOverrideFrameColor(float r, float g, float b);
/**
* Returns the color used for framing bar color instead of the one in the Blender file's scenes.
- * @param r Red component of the override color.
- * @param g Green component of the override color.
- * @param b Blue component of the override color.
+ * \param r Red component of the override color.
+ * \param g Green component of the override color.
+ * \param b Blue component of the override color.
*/
void GetOverrideFrameColor(float& r, float& g, float& b) const;
@@ -424,7 +424,7 @@ protected:
* Processes all scheduled scene activity.
* At the end, if the scene lists have changed,
* SceneListsChanged(void) is called.
- * @see SceneListsChanged(void).
+ * \see SceneListsChanged(void).
*/
void ProcessScheduledScenes(void);
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.h b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
index a4c15fe0968..c8e9dc6b6b7 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.h
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
@@ -76,7 +76,7 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
/**
- * @attention Overrides default evaluate.
+ * \attention Overrides default evaluate.
*/
virtual bool Evaluate();
virtual void Init();
diff --git a/source/gameengine/Ketsji/KX_PolygonMaterial.h b/source/gameengine/Ketsji/KX_PolygonMaterial.h
index f20a90f7deb..1af8a72c1fd 100644
--- a/source/gameengine/Ketsji/KX_PolygonMaterial.h
+++ b/source/gameengine/Ketsji/KX_PolygonMaterial.h
@@ -89,7 +89,7 @@ public:
/**
* Returns the caching information for this material,
* This can be used to speed up the rasterizing process.
- * @return The caching information.
+ * \return The caching information.
*/
virtual TCachingInfo GetCachingInfo(void) const
{
@@ -100,8 +100,8 @@ public:
* Activates the material in the (OpenGL) rasterizer.
* On entry, the cachingInfo contains info about the last activated material.
* On exit, the cachingInfo should contain updated info about this material.
- * @param rasty The rasterizer in which the material should be active.
- * @param cachingInfo The information about the material used to speed up rasterizing.
+ * \param rasty The rasterizer in which the material should be active.
+ * \param cachingInfo The information about the material used to speed up rasterizing.
*/
void DefaultActivate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const;
virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const;
@@ -115,7 +115,7 @@ public:
/**
* Returns the Blender texture face structure that is used for this material.
- * @return The material's texture face.
+ * \return The material's texture face.
*/
MTFace* GetMTFace(void) const
{
diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp
index 401474b21a9..7c47fc59ac5 100644
--- a/source/gameengine/Ketsji/KX_PythonInit.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInit.cpp
@@ -1720,7 +1720,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
* These exist so the current blend dir "//" can always be used to import modules from.
* the reason we need a few functions for this is that python is not only used by the game engine
* so we cant just add to sys.path all the time, it would leave pythons state in a mess.
- * It would also be incorrect since loading blend files for new levels etc would alwasy add to sys.path
+ * It would also be incorrect since loading blend files for new levels etc would always add to sys.path
*
* To play nice with blenders python, the sys.path is backed up and the current blendfile along
* with all its lib paths are added to the sys path.
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 20743504dad..56127c7b634 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -362,7 +362,7 @@ void KX_Scene::SetFramingType(RAS_FrameSettings & frame_settings)
/**
* Return a const reference to the framing
* type set by the above call.
- * The contents are not guarenteed to be sensible
+ * The contents are not guaranteed to be sensible
* if you don't call the above function.
*/
const RAS_FrameSettings& KX_Scene::GetFramingType() const
diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h
index 2aae58d564f..1fa981e18f9 100644
--- a/source/gameengine/Ketsji/KX_Scene.h
+++ b/source/gameengine/Ketsji/KX_Scene.h
@@ -53,7 +53,7 @@
#include "RAS_2DFilterManager.h"
/**
- * @section Forward declarations
+ * \section Forward declarations
*/
struct SM_MaterialProps;
struct SM_ShapeProps;
@@ -181,7 +181,7 @@ protected:
KX_WorldInfo* m_worldinfo;
/**
- * @section Different scenes, linked to ketsji scene
+ * \section Different scenes, linked to ketsji scene
*/
/**
@@ -342,7 +342,7 @@ public:
void RemoveAnimatedObject(CValue* gameobj);
/**
- * @section Logic stuff
+ * \section Logic stuff
* Initiate an update of the logic system.
*/
void LogicBeginFrame(double curtime);
@@ -451,7 +451,7 @@ public:
/**
* Activates new desired canvas width set at design time.
- * @param width The new desired width.
+ * \param width The new desired width.
*/
void
SetCanvasDesignWidth(
@@ -459,7 +459,7 @@ public:
);
/**
* Activates new desired canvas height set at design time.
- * @param width The new desired height.
+ * \param width The new desired height.
*/
void
SetCanvasDesignHeight(
@@ -467,7 +467,7 @@ public:
);
/**
* Returns the current desired canvas width set at design time.
- * @return The desired width.
+ * \return The desired width.
*/
unsigned int
GetCanvasDesignWidth(
@@ -476,7 +476,7 @@ public:
/**
* Returns the current desired canvas height set at design time.
- * @return The desired height.
+ * \return The desired height.
*/
unsigned int
GetCanvasDesignHeight(
@@ -495,7 +495,7 @@ public:
/**
* Return a const reference to the framing
* type set by the above call.
- * The contents are not guarenteed to be sensible
+ * The contents are not guaranteed to be sensible
* if you don't call the above function.
*/
@@ -518,7 +518,7 @@ public:
const RAS_Rect& GetSceneViewport() const;
/**
- * @section Accessors to different scenes of this scene
+ * \section Accessors to different scenes of this scene
*/
void SetNetworkDeviceInterface(NG_NetworkDeviceInterface* newInterface);
void SetNetworkScene(NG_NetworkScene *newScene);
diff --git a/source/gameengine/Ketsji/KX_TimeCategoryLogger.h b/source/gameengine/Ketsji/KX_TimeCategoryLogger.h
index f01e405d3df..62b74871603 100644
--- a/source/gameengine/Ketsji/KX_TimeCategoryLogger.h
+++ b/source/gameengine/Ketsji/KX_TimeCategoryLogger.h
@@ -52,7 +52,7 @@ public:
/**
* Constructor.
- * @param maxNumMesasurements Maximum number of measurements stored (> 1).
+ * \param maxNumMesasurements Maximum number of measurements stored (> 1).
*/
KX_TimeCategoryLogger(unsigned int maxNumMeasurements = 10);
@@ -73,40 +73,40 @@ public:
/**
* Adds a category.
- * @param category The new category.
+ * \param category The new category.
*/
virtual void AddCategory(TimeCategory tc);
/**
* Starts logging in current measurement for the given category.
- * @param tc The category to log to.
- * @param now The current time.
- * @param endOtherCategories Whether to stop logging to other categories.
+ * \param tc The category to log to.
+ * \param now The current time.
+ * \param endOtherCategories Whether to stop logging to other categories.
*/
virtual void StartLog(TimeCategory tc, double now, bool endOtherCategories = true);
/**
* End logging in current measurement for the given category.
- * @param tc The category to log to.
- * @param now The current time.
+ * \param tc The category to log to.
+ * \param now The current time.
*/
virtual void EndLog(TimeCategory tc, double now);
/**
* End logging in current measurement for all categories.
- * @param now The current time.
+ * \param now The current time.
*/
virtual void EndLog(double now);
/**
* Logs time in next measurement.
- * @param now The current time.
+ * \param now The current time.
*/
virtual void NextMeasurement(double now);
/**
* Returns average of all but the current measurement time.
- * @return The average of all but the current measurement.
+ * \return The average of all but the current measurement.
*/
virtual double GetAverage(TimeCategory tc);
diff --git a/source/gameengine/Ketsji/KX_TimeLogger.h b/source/gameengine/Ketsji/KX_TimeLogger.h
index 16d97c1fe41..b2336c2c512 100644
--- a/source/gameengine/Ketsji/KX_TimeLogger.h
+++ b/source/gameengine/Ketsji/KX_TimeLogger.h
@@ -49,7 +49,7 @@ class KX_TimeLogger {
public:
/**
* Constructor.
- * @param maxNumMesasurements Maximum number of measurements stored (>1).
+ * \param maxNumMesasurements Maximum number of measurements stored (>1).
*/
KX_TimeLogger(unsigned int maxNumMeasurements = 10);
@@ -70,25 +70,25 @@ public:
/**
* Starts logging in current measurement.
- * @param now The current time.
+ * \param now The current time.
*/
virtual void StartLog(double now);
/**
* End logging in current measurement.
- * @param now The current time.
+ * \param now The current time.
*/
virtual void EndLog(double now);
/**
* Logs time in next measurement.
- * @param now The current time.
+ * \param now The current time.
*/
virtual void NextMeasurement(double now);
/**
* Returns average of all but the current measurement.
- * @return The average of all but the current measurement.
+ * \return The average of all but the current measurement.
*/
virtual double GetAverage(void) const;
diff --git a/source/gameengine/Network/NG_NetworkScene.h b/source/gameengine/Network/NG_NetworkScene.h
index cd6f9925582..b3ca4df9d50 100644
--- a/source/gameengine/Network/NG_NetworkScene.h
+++ b/source/gameengine/Network/NG_NetworkScene.h
@@ -105,7 +105,7 @@ protected:
/**
* Releases messages for the given message map.
- * @param map Message map with messages.
+ * \param map Message map with messages.
*/
void ClearMessageMap(TMessageMap& map);
diff --git a/source/gameengine/PyDoc/API_intro.py b/source/gameengine/PyDoc/API_intro.py
deleted file mode 100644
index 097abbfbf1a..00000000000
--- a/source/gameengine/PyDoc/API_intro.py
+++ /dev/null
@@ -1,110 +0,0 @@
-# This is not a real module, it's simply an introductory text.
-
-"""
-The Blender Game Engine Python API Reference
-============================================
-
- See U{release notes<http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine>} for updates, changes and new functionality in the Game Engine Python API.
-
- Blender Game Engine Modules:
- ----------------------------
-
- Modules that include methods for accessing GameEngine data and functions.
-
- - L{GameLogic} utility functons for game logic.
- - L{GameKeys} keyboard input and event conversion.
- - L{Rasterizer} display and rendering.
- - L{GameTypes} contains all the python types spesific to the GameEngine.
-
- Modules with documentation in progress:
- ---------------------
- - L{VideoTexture}
- - L{PhysicsConstraints}
-
- Additional Modules:
- -------------------
-
- These modules have no GameEngine specific functionality but are useful in many cases.
-
- - L{mathutils}
- - L{Geometry}
- - L{BGL}
-
-
-Introduction:
-=============
-
- This reference documents the Blender Python API, a growing collection of
- Python modules (libraries) that give access to part of the program's internal
- data and functions.
-
- Through scripting Blender can be extended in real-time via
- U{Python <www.python.org>}, an impressive high level, multi-paradigm, open
- source language. Newcomers are recommended to start with the tutorial that
- comes with it.
-
- This opens many interesting possibilities not available with logic bricks.
-
- Game Engine API Stability:
- --------------------------
-
- When writing python scripts there are a number of situations you should avoid to prevent crashes or unstable behavior.
- While the API tries to prevent problems there are some situations where error checking would be too time consuming.
-
- Known cases:
- - Memory Limits.
-
- There is nothing stopping you from filling a list or making a string so big that that causes blender to run out of memory, in this case python should rasie a MemoryError, but its likely blender will crash before this point.
-
- - Accessing any data that has been freed.
-
- For instance accessing a KX_GameObject after its End Object actuator runs.
- This will cause a SystemError, however for L{KX_MeshProxy}, L{KX_VertexProxy} and L{KX_VertexProxy} it will crash the blender game engine.
-
- See: L{GameTypes.PyObjectPlus.invalid} which many types inherit.
-
- - Mixing L{KX_GameObject} between scenes.
-
- For instance tracking/parenting an L{KX_GameObject} object to an object from other scene.
-
- External Modules:
- -----------------
-
- Since 2.49 support for importing modules has been added.
-
- This allows you to import any blender textblock with a .py extension.
-
- External python scripts may be imported as modules when the script is in the same directory as the blend file.
-
- The current blend files path is included in the sys.path for loading modules.
- All linked libraries will also be included so you can be sure when linking in assets from another blend file the scripts will load too.
-
- A note to newbie script writers:
- --------------------------------
-
- Interpreted languages are known to be much slower than compiled code, but for
- many applications the difference is negligible or acceptable. Also, with
- profiling (or even simple direct timing with L{Blender.sys.time<Sys.time>}) to
- identify slow areas and well thought optimizations, the speed can be
- I{considerably} improved in many cases. Try some of the best BPython scripts
- to get an idea of what can be done, you may be surprised.
-
-@author: The Blender Python Team
-@requires: Blender 2.49 or newer.
-@version: 2.49
-@see: U{www.blender.org<http://www.blender.org>}: documentation and forum
-@see: U{blenderartists.org<http://blenderartists.org>}: user forum
-@see: U{projects.blender.org<http://projects.blender.org>}
-@see: U{www.python.org<http://www.python.org>}
-@see: U{www.python.org/doc<http://www.python.org/doc>}
-@see: U{Blending into Python<en.wikibooks.org/wiki/Blender_3D:_Blending_Into_Python>}: User contributed documentation, featuring a blender/python cookbook with many examples.
-
-@note: the official version of this reference guide is only updated for each
- new Blender release. But you can build the current SVN
- version yourself: install epydoc, grab all files in the
- source/gameengine/PyDoc/ folder of Blender's SVN and use the
- epy_docgen.sh script also found there to generate the html docs.
- Naturally you will also need a recent Blender binary to try the new
- features. If you prefer not to compile it yourself, there is a testing
- builds forum at U{blender.org<http://www.blender.org>}.
-"""
diff --git a/source/gameengine/PyDoc/PhysicsConstraints.py b/source/gameengine/PyDoc/PhysicsConstraints.py
deleted file mode 100644
index bec8973edc6..00000000000
--- a/source/gameengine/PyDoc/PhysicsConstraints.py
+++ /dev/null
@@ -1,293 +0,0 @@
-"""
-Documentation for the PhysicsConstraints module.
-================================================
-
-Example::
-
-
- # Adding a point constraint #
- ###############################
-
-
- # import BGE internal module
- import PhysicsConstraints
-
- # get object list
- obj_list = GameLogic.getCurrentScene().objects
-
- # get object named Obj_1
- root = obj_list["root"]
- obj = obj_list["obj"]
-
- # get object physics ID
- phido = obj.getPhysicsId()
-
- # get root physics ID
- phidr = root.getPhysicsId()
-
- # want to use point constraint type
- constraint_type = 1
-
- # Use bottom right front corner of object for point constraint position
- point_pos_x = 1.0
- point_pos_y = -1.0
- point_pos_z = -1.0
-
- # create a point constraint
- const = PhysicsConstraints.createConstraint( phido, phidr, constraint_type, point_pos_x, point_pos_y, point_pos_z)
-
- # stores the new constraint ID to be used later
- obj["constraint_ID"] = const.getConstraintId()
-
-
-Example::
-
-
- # Removing a point constraint #
- #################################
-
-
- # import BGE internal module
- import PhysicsConstraints
-
- # get object list
- obj_list = GameLogic.getCurrentScene().objects
-
- # get object 1
- obj = obj_list["obj"]
-
- # get constraint ID that was saved as an obj property
- # when the constraint was created
- constraint_ID = obj["constraint_ID"]
-
- # remove constraint
- PhysicsConstraints.removeConstraint(constraint_ID)
-
-"""
-
-def createConstraint(obj_PhysicsID, root_PhysicsID, constraintType, pointPos_x, pointPos_y, pointPos_z, edgePos_x, edgePos_y, edgePos_z, edgeAngle_x, edgeAngle_y, edgeAngle_z):
- """
- Create a point constraint between two objects, an edge constraint between two objects, or a vehicle constraint on an object.
-
- You only have to input the needed parammeters depending on the type of constraint you are trying to create.
-
-
- B{Point Constraint} ::
-
- While creating a point constraint, the "pointPos" values define where you want the pivot point to be located.
- If you are creating a point constraint be sure to assing the integer "1" as the constraintType value.
-
- Parameters to use:
- obj_PhysicsID, root_PhysicsID, constraintType, pointPos_x, pointPos_y, pointPos_z
-
- B{Edge Constraint} ::
-
- While creating an edge constraint, the "edgePos" values define where you want the center of the edge constraint to be.
- Also, the "edgeAngle" values define in which direction you want the edge constraint to point (As a 3 dimensions vector).
- If you want to create an edge constraint be sure to assing the integer "2" as the constraintType value.
-
- Parameters to use:
- obj_PhysicsID, root_PhysicsID, constraintType, edgePos_x, edgePos_y, edgePos_z, edgeAngle_x, edgeAngle_y, edgeAngle_z}
-
- B{Vehicle Constraint} ::
-
- While creating a point constraint, the "pointPos" values define where you want the pivot point to be located.
- If you want to create an edge constraint be sure to assing the integer "0" as the constraintType value.
-
- Parameters to use :
- obj_PhysicsID, root_PhysicsID, constraintType
-
- @type obj_PhysicsID: integer
- @param obj_PhysicsID: The physic ID of the first object to constraint.
-
- @type root_PhysicsID: integer
- @param root_PhysicsID: The physic ID of the second object to constraint.
-
- @type constraintType: integer
- @param constraintType: The type of constraint.
-
- @type pointPos_x: float
- @param pointPos_x: The X position of the point constraint.
-
- @type pointPos_y: float
- @param pointPos_y: The Y position of the point constraint.
-
- @type pointPos_z: float
- @param pointPos_z: The Z position of the point constraint.
-
- @type edgePos_x: float
- @param edgePos_x: The X value of the center of the edge constraint.
-
- @type edgePos_y: float
- @param edgePos_y: The Y value of the center of the edge constraint.
-
- @type edgePos_z: float
- @param edgePos_z: The Z value of the center of the edge constraint.
-
- @type edgeAngle_x: float
- @param edgeAngle_x: The X value of the edge's orientation vector.
-
- @type edgeAngle_y: float
- @param edgeAngle_y: The Y value of the edge's orientation vector.
-
- @type edgeAngle_z: float
- @param edgeAngle_z: The Z value of the edge's orientation vector.
-
- @rtype: integer
- @return: The created constraint ID
- """
-
-
-def getAppliedImpulse(constraint_ID):
- """
- Returns the applied impulse.
-
- @param constraint_ID: The constraint ID that was saved on the creation of the constraint.
- @type constraint_ID: integer
- @rtype: float
- @return: Measure the stress on a constraint.
- """
-
-
-def getVehicleConstraint(constraint_ID):
- """
- Returns the vehicle constraint ID.
-
- @param constraint_ID: The constraint ID that was saved on the creation of the constraint.
- @type constraint_ID: integer
- @rtype: integer
- """
-def removeConstraint(constraint_ID):
- """
-
- Removes the constraint between 2 game objects (point and edge constraints).
-
- It does not remove vehicle constraints.
-
- @param constraint_ID: The constraint ID that was saved on the creation of the constraint.
- @type constraint_ID: integer
- """
-def setDeactivationLinearTreshold(linearTreshold):
- """
-
- Sets the linear velocity that an object must be below before the deactivation timer can start.
-
- This affects every object in the scene, except for game objects that have 'No sleeping' turned on.
-
- @param linearTreshold: The linear velocity.
- @type linearTreshold: float
- """
-def setDeactivationAngularTreshold(angularTreshold):
- """
-
- Sets the angular velocity that an object must be below before the deactivation timer can start.
-
- This affects every object in the scene, except for game objects that have 'No sleeping' turned on.
-
- @param angularTreshold: The angular velocity.
- @type angularTreshold: float
- """
-def setDeactivationTime(time):
- """
-
- Time (in seconds) after objects with velocity less then thresholds (see below) are deactivated.
-
- This affects every object in the scene, except for game objects that have 'No sleeping' turned on.
-
- This function is directly related with the 2 above functions.
-
-
- @param time: The time in seconds.
- @type time: float
- """
-def setGravity(gx, gy, gz):
- """
- Sets the gravity for the actual scene only.
-
- All other scenes remain unaffected.
-
- This affects every object in the scene that has physics enabled.
-
- @param gx: The force of gravity on world x axis.
- @type gx: float
- @param gy: The force of gravity on world y axis.
- @type gy: float
- @param gz: The force of gravity on world z axis.
- @type gz: float
- """
-def setLinearAirDamping(damping):
- """
-
- Sets the linear air resistance for all objects in the scene.
-
- @param damping: The linear air resistance.
- @type damping: float
- """
-def setNumIterations(numIter):
- """
- Sets the number of times an iterative constraint solver is repeated.
-
- Increasing the number of iterations improves the constraint solver at the cost of performances & the speed of the game engine.
-
- @param numIter: The number of timesubsteps. (Input 0 to suspend simulation numSubStep)
- @type numIter: integer
- """
-def setNumTimeSubSteps(numSubStep):
- """
- Set the quality of the entire physics simulation including collision detection and constraint solver.
-
- Increase the number of time substeps to improves the quality of the entire physics simulation at the cost of the performance & the speed of the game engine.
-
- @param numSubStep: The number of timesubsteps. (Input 0 to suspend simulation numSubStep)
- @type numSubStep: integer
- """
-#def setDebugMode():
-# """
-#
-#
-#
-# @param numIter:
-# @type numIter:
-# """
-#def setCcdMode():
-# """
-# Does something
-#
-# @rtype:
-# """
-#def setContactBreakingTreshold():
-# """
-# Does something
-#
-# @rtype:
-# """
-#def setSolverDamping():
-# """
-# Does something
-#
-# @rtype:
-# """
-#def setSolverTau():
-# """
-# Does something
-#
-# @rtype:
-# """
-#def setSolverType():
-# """
-# Does something
-#
-# @rtype:
-# """
-#def setSorConstant():
-# """
-# Does something
-#
-# @rtype:
-# """
-#def setUseEpa():
-# """
-# Does something
-#
-# @rtype:
-# """
diff --git a/source/gameengine/PyDoc/VideoTexture.py b/source/gameengine/PyDoc/VideoTexture.py
deleted file mode 100644
index 9d2148d8eaf..00000000000
--- a/source/gameengine/PyDoc/VideoTexture.py
+++ /dev/null
@@ -1,217 +0,0 @@
-"""
-The VideoTexture module allows you to manipulate textures during the game.
-
-Several sources for texture are possible: video files, image files,
-video capture, memory buffer, camera render or a mix of that.
-
-The video and image files can be loaded from the internet using an URL
-instead of a file name.
-
-In addition, you can apply filters on the images before sending them to the GPU, allowing video effect: blue screen,
-color band, gray, normal map.
-
-VideoTexture uses FFmpeg to load images and videos. All the formats and codecs
-that FFmpeg supports are supported by VideoTexture, including but not limited to::
-
- * AVI
- * Ogg
- * Xvid
- * Theora
- * dv1394 camera
- * video4linux capture card (this includes many webcams)
- * videoForWindows capture card (this includes many webcams)
- * JPG
-
-The principle is simple: first you identify a texture on an existing object using
-the L{materialID} function, then you create a new texture with dynamic content
-and swap the two textures in the GPU.
-
-The GE is not aware of the substitution and continues to display the object as always,
-except that you are now in control of the texture.
-
-When the texture object is deleted, the new texture is deleted and the old texture restored.
-
-Example::
- import VideoTexture
- import GameLogic
-
- contr = GameLogic.getCurrentController()
- obj = contr.owner
-
- # the creation of the texture must be done once: save the
- # texture object in an attribute of GameLogic module makes it persistent
- if not hasattr(GameLogic, 'video'):
-
- # identify a static texture by name
- matID = VideoTexture.materialID(obj, 'IMvideo.png')
-
- # create a dynamic texture that will replace the static texture
- GameLogic.video = VideoTexture.Texture(obj, matID)
-
- # define a source of image for the texture, here a movie
- movie = GameLogic.expandPath('//trailer_400p.ogg')
- GameLogic.video.source = VideoTexture.VideoFFmpeg(movie)
- GameLogic.video.source.scale = True
-
- # quick off the movie, but it wont play in the background
- GameLogic.video.source.play()
-
- # you need to call this function every frame to ensure update of the texture.
- GameLogic.video.refresh(True)
-
-
-"""
-def getLastError():
- """
- Returns the description of the last error that occurred in a VideoTexture function.
-
- @rtype: string
- """
-def imageToArray(image,mode):
- """
- Returns a BGL.buffer corresponding to the current image stored in a texture source object
-
- @param image: Image source object.
- @type image: object of type L{VideoFFmpeg}, L{ImageFFmpeg}, L{ImageBuff}, L{ImageMix}, L{ImageRender}, L{ImageMirror} or L{ImageViewport}
- @param mode: optional argument representing the pixel format.
- You can use the characters R, G, B for the 3 color channels, A for the alpha channel,
- 0 to force a fixed 0 color channel and 1 to force a fixed 255 color channel.
- Example: "BGR" will return 3 bytes per pixel with the Blue, Green and Red channels in that order. \
- "RGB1" will return 4 bytes per pixel with the Red, Green, Blue channels in that order and the alpha channel forced to 255.
- The default mode is "RGBA".
- @type mode: string
- @rtype: BGL.buffer
- @returns: object representing the image as one dimensional array of bytes of size (pixel_size*width*height), line by line starting from the bottom of the image. The pixel size and format is determined by the mode parameter.
- """
-
-def materialID(object,name):
- """
- Returns a numeric value that can be used in L{Texture} to create a dynamic texture.
-
- The value corresponds to an internal material number that uses the texture identified
- by name. name is a string representing a texture name with IM prefix if you want to
- identify the texture directly. This method works for basic tex face and for material,
- provided the material has a texture channel using that particular texture in first
- position of the texture stack. name can also have MA prefix if you want to identify
- the texture by material. In that case the material must have a texture channel in first
- position.
-
- If the object has no material that matches name, it generates a runtime error. Use try/except to catch the exception.
-
- Ex: VideoTexture.materialID(obj, 'IMvideo.png')
-
- @param object: the game object that uses the texture you want to make dynamic
- @type object: game object
- @param name: name of the texture/material you want to make dynamic.
- @type name: string
- @rtype: integer
- """
-def setLogFile(filename):
- """
- Sets the name of a text file in which runtime error messages will be written, in addition to the printing
- of the messages on the Python console. Only the runtime errors specific to the VideoTexture module
- are written in that file, ordinary runtime time errors are not written.
-
- @param filename: name of error log file
- @type filename: string
- @rtype: integer
- """
-def FilterBGR24():
- """
- Returns a new input filter object to be used with L{ImageBuff} object when the image passed
- to the ImageBuff.load() function has the 3-bytes pixel format BGR.
-
- @rtype: object of type FilterBGR24
- """
-def FilterBlueScreen():
- """
- Does something
-
- @rtype:
- """
-def FilterColor():
- """
- Does something
-
- @rtype:
- """
-def FilterGray():
- """
- Does something
-
- @rtype:
- """
-def FilterLevel():
- """
- Does something
-
- @rtype:
- """
-def FilterNormal():
- """
- Does something
-
- @rtype:
- """
-def FilterRGB24():
- """
- Returns a new input filter object to be used with L{ImageBuff} object when the image passed
- to the ImageBuff.load() function has the 3-bytes pixel format RBG.
-
- @rtype: object of type FilterRGB24
- """
-def FilterRGBA32():
- """
- Returns a new input filter object to be used with L{ImageBuff} object when the image passed
- to the ImageBuff.load() function has the 4-bytes pixel format RGBA.
-
- @rtype: object of type FilterRGBA32
- """
-def ImageBuff():
- """
- Does something
-
- @rtype:
- """
-def ImageFFmpeg():
- """
- Does something
-
- @rtype:
- """
-def ImageMirror():
- """
- Does something
-
- @rtype:
- """
-def ImageMix():
- """
- Does something
-
- @rtype:
- """
-def ImageRender():
- """
- Does something
-
- @rtype:
- """
-def ImageViewport():
- """
- Does something
-
- @rtype:
- """
-def Texture():
- """
- Does something
-
- @rtype: L{Texture}
- """
-def VideoFFmpeg():
- """
- Does something
-
- @rtype:
- """
diff --git a/source/gameengine/PyDoc/bge_api_validate_py.txt b/source/gameengine/PyDoc/bge_api_validate_py.txt
deleted file mode 100644
index ebd74c06bb3..00000000000
--- a/source/gameengine/PyDoc/bge_api_validate_py.txt
+++ /dev/null
@@ -1,136 +0,0 @@
-#~ This program is free software; you can redistribute it and/or modify
-#~ it under the terms of the GNU General Public License as published by
-#~ the Free Software Foundation; version 2 of the License.
-
-#~ This program is distributed in the hope that it will be useful,
-#~ but WITHOUT ANY WARRANTY; without even the implied warranty of
-#~ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-#~ GNU General Public License for more details.
-
-# This script must run from a logic brick so it has access to the game engine api
-# it assumes the root blender source directory is the current working directory
-#
-# Currently it only prints missing modules and methods (not attributes)
-
-import sys, os
-
-BGE_API_DOC_PATH = 'source/gameengine/PyDoc'
-
-
-mods = ['GameLogic', 'Rasterizer', 'GameKeys']
-mods_dict = {}
-for m in mods:
- mods_dict[m] = sys.modules[m]
-
-
-import GameTypes
-type_members = {}
-
-for type_name in dir(GameTypes):
- if type_name.startswith('__'):
- continue
-
- type_object = getattr(GameTypes, type_name)
-
- members = []
- type_members[type_object.__name__] = members
-
- for member in type_object.__dict__.keys():
- if member.startswith('__'):
- continue
-
- # print type_object.__name__ + '.' + k
- members.append(member)
-
-
-
-doc_dir= os.path.join(os.getcwd(), BGE_API_DOC_PATH)
-
-if doc_dir not in sys.path:
- sys.path.append(doc_dir)
-
-
-def check_attribute(class_ob, member):
- doc = class_ob.__doc__
- if not doc:
- return False
-
- for l in doc.split('\n'):
- l = l.strip()
-
- '''
- @ivar foo: blah blah
- to
- foo
-
- '''
-
- if l.startswith('@ivar') or l.startswith('@var'):
- var = l.split()[1].split(':')[0]
-
- if var == member:
- return True
-
- return False
-
-
-
-
-
-
-print '\n\n\nChecking Docs'
-
-PRINT_OK = False
-
-pymod = sys.modules['GameTypes']
-del sys.modules['GameTypes'] # temp remove
-mod = __import__('GameTypes') # get the python module
-reload(mod) # incase were editing it
-sys.modules['GameTypes'] = pymod
-
-for type_name in sorted(type_members.keys()):
- members = type_members[type_name]
-
- try:
- type_class = getattr(mod, type_name)
- except:
- print "missing class: %s.%s - %s" % (type_name, type_name, str(sorted(members)))
- continue
-
- for member in sorted(members):
- try:
- getattr(type_class, member)
- if PRINT_OK:
- print "\tfound: %s.%s" % (type_name, member)
- except:
- if check_attribute(type_class, member):
- if PRINT_OK:
- print "\tfound attr: %s.%s" % (type_name, member)
- else:
- print "\tmissing: %s.%s" % (type_name, member)
-
-
-# Now check the modules
-for mod_name, pymod in mods_dict.iteritems():
- print pymod
- del sys.modules[mod_name]
-
- # Now well get the python version
- pydoc = __import__(mod_name)
- pydoc = reload(pydoc) # avoid using the out dated pyc file only
- print pydoc.__file__
-
- for member in sorted(dir(pymod)):
- if hasattr(pydoc, member) or check_attribute(pydoc, member):
- if PRINT_OK:
- print "\tfound module attr: %s.%s" % (mod_name, member)
- else:
- print "\tmissing module attr: %s.%s" % (mod_name, member)
-
- # Restore real module
- sys.modules[mod_name] = pymod
-
-
-sys.path.pop() # remove the pydoc dir from our import paths
-
-
diff --git a/source/gameengine/PyDoc/epy_docgen.sh b/source/gameengine/PyDoc/epy_docgen.sh
deleted file mode 100755
index dd30256f42f..00000000000
--- a/source/gameengine/PyDoc/epy_docgen.sh
+++ /dev/null
@@ -1,16 +0,0 @@
-# epy_docgen.sh
-# generates blender python doc using epydoc
-# requires epydoc in your PATH.
-# run from the doc directory containing the .py files
-# usage: sh epy_docgen.sh
-
-# set posix locale so regex works properly for [A-Z]*.py
-LC_ALL=POSIX
-
-epydoc --debug -v -o BPY_GE --url "http://www.blender.org" --top API_intro \
- --name "Blender GameEngine" --no-private --no-sourcecode --inheritance=included \
- *.py \
- ../../../source/blender/python/api2_2x/doc/BGL.py \
- ../../../source/blender/python/api2_2x/doc/Mathutils.py \
- ../../../source/blender/python/api2_2x/doc/Geometry.py
-
diff --git a/source/gameengine/PyDoc/how_to_build_win.txt b/source/gameengine/PyDoc/how_to_build_win.txt
deleted file mode 100644
index 5610ced3b2a..00000000000
--- a/source/gameengine/PyDoc/how_to_build_win.txt
+++ /dev/null
@@ -1,16 +0,0 @@
-How To Build the BGE Documentation in Windows
--------------------------------------------------------------------------
-1) download and install Python 2.6 - http://www.python.org
-2) download and install Epydocs - http://epydoc.sourceforge.net
-
-* for the following lines we will assume that your installation of Python is in C:\Python26 and epydocs is installed in the default folder Scripts\epydoc.
-
-3) creates a epy_docgen.bat file in this folder (source\gameengine\PyDoc\) and paste the following line into it:
-
-::::::
-C:\Python26\python.exe C:\Python26\Scripts\epydoc.py --debug -v -o BPY_GE --url "http://www.blender.org" --top API_intro --name "Blender GameEngine" --no-private --no-sourcecode --inheritance=included *.py ../../../source/blender/python/api2_2x/doc/BGL.py ../../../source/blender/python/api2_2x/doc/Mathutils.py ../../../source/blender/python/api2_2x/doc/Geometry.py
-::::::
-
-4) run your created batch file. If everything goes well it creates a folder named BPY_GE with all the generated documentation.
-
-Documentation valid in March of 2010 - Blender 2.5alpha2
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.h b/source/gameengine/Rasterizer/RAS_FramingManager.h
index 4ea2d998190..ddf889aeb37 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.h
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.h
@@ -39,7 +39,7 @@
class RAS_Rect;
/**
- * @section RAS_FrameSettings
+ * \section RAS_FrameSettings
* This is a value type describing the framing used
* by a particular scene in the game engine.
* Each KX_Scene contains a RAS_FrameSetting describing
@@ -193,7 +193,7 @@ enum RAS_SensorFit
};
/**
- * @section RAS_FramingManager
+ * \section RAS_FramingManager
* This class helps to compute a view frustum
* and a viewport rectangle given the
* above settings and a description of the
diff --git a/source/gameengine/Rasterizer/RAS_ICanvas.h b/source/gameengine/Rasterizer/RAS_ICanvas.h
index e35ec1d16d2..b7c26928378 100644
--- a/source/gameengine/Rasterizer/RAS_ICanvas.h
+++ b/source/gameengine/Rasterizer/RAS_ICanvas.h
@@ -80,8 +80,8 @@ public:
* Initializes the canvas for drawing. Drawing to the canvas is
* only allowed between BeginDraw() and EndDraw().
*
- * @retval false Acquiring the canvas failed.
- * @retval true Acquiring the canvas succeeded.
+ * \retval false Acquiring the canvas failed.
+ * \retval true Acquiring the canvas succeeded.
*
*/
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
index 0da0b17f6c1..3257682649f 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
@@ -135,7 +135,7 @@ public:
/**
* Returns the caching information for this material,
* This can be used to speed up the rasterizing process.
- * @return The caching information.
+ * \return The caching information.
*/
virtual TCachingInfo GetCachingInfo(void) const { return 0; }
@@ -143,8 +143,8 @@ public:
* Activates the material in the rasterizer.
* On entry, the cachingInfo contains info about the last activated material.
* On exit, the cachingInfo should contain updated info about this material.
- * @param rasty The rasterizer in which the material should be active.
- * @param cachingInfo The information about the material used to speed up rasterizing.
+ * \param rasty The rasterizer in which the material should be active.
+ * \param cachingInfo The information about the material used to speed up rasterizing.
*/
virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const
{
@@ -177,7 +177,7 @@ public:
virtual void Replace_IScene(SCA_IScene *val) {}; /* overridden by KX_BlenderMaterial */
/**
- * @return the equivalent drawing mode for the material settings (equivalent to old TexFace tface->mode).
+ * \return the equivalent drawing mode for the material settings (equivalent to old TexFace tface->mode).
*/
int ConvertFaceMode(struct GameSettings *game, bool image) const;
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index c749868cf79..34ddafbf2cc 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -202,7 +202,7 @@ public:
virtual void SetStereoMode(const StereoMode stereomode)=0;
/**
* Stereo can be used to query if the rasterizer is in stereo mode.
- * @return true if stereo mode is enabled.
+ * \return true if stereo mode is enabled.
*/
virtual bool Stereo()=0;
virtual StereoMode GetStereoMode()=0;
@@ -236,7 +236,7 @@ public:
/**
* IndexPrimitives_3DText will render text into the polygons.
- * The text to be rendered is from @param rendertools client object's text property.
+ * The text to be rendered is from \param rendertools client object's text property.
*/
virtual void IndexPrimitives_3DText(class RAS_MeshSlot& ms,
class RAS_IPolyMaterial* polymat,
@@ -247,7 +247,7 @@ public:
/**
* Set the projection matrix for the rasterizer. This projects
* from camera coordinates to window coordinates.
- * @param mat The projection matrix.
+ * \param mat The projection matrix.
*/
virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat)=0;
/**
@@ -292,11 +292,11 @@ public:
float alpha)=0;
/**
- * @param drawingmode = KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
+ * \param drawingmode = KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
*/
virtual void SetDrawingMode(int drawingmode)=0;
/**
- * @return the current drawing mode: KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
+ * \return the current drawing mode: KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
*/
virtual int GetDrawingMode()=0;
/**
@@ -312,13 +312,13 @@ public:
virtual double GetTime()=0;
/**
* Generates a projection matrix from the specified frustum.
- * @param left the left clipping plane
- * @param right the right clipping plane
- * @param bottom the bottom clipping plane
- * @param top the top clipping plane
- * @param frustnear the near clipping plane
- * @param frustfar the far clipping plane
- * @return a 4x4 matrix representing the projection transform.
+ * \param left the left clipping plane
+ * \param right the right clipping plane
+ * \param bottom the bottom clipping plane
+ * \param top the top clipping plane
+ * \param frustnear the near clipping plane
+ * \param frustfar the far clipping plane
+ * \return a 4x4 matrix representing the projection transform.
*/
virtual MT_Matrix4x4 GetFrustumMatrix(
float left,
@@ -333,13 +333,13 @@ public:
/**
* Generates a orthographic projection matrix from the specified frustum.
- * @param left the left clipping plane
- * @param right the right clipping plane
- * @param bottom the bottom clipping plane
- * @param top the top clipping plane
- * @param frustnear the near clipping plane
- * @param frustfar the far clipping plane
- * @return a 4x4 matrix representing the projection transform.
+ * \param left the left clipping plane
+ * \param right the right clipping plane
+ * \param bottom the bottom clipping plane
+ * \param top the top clipping plane
+ * \param frustnear the near clipping plane
+ * \param frustfar the far clipping plane
+ * \return a 4x4 matrix representing the projection transform.
*/
virtual MT_Matrix4x4 GetOrthoMatrix(
float left,
diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.h b/source/gameengine/Rasterizer/RAS_IRenderTools.h
index 27b328412d2..1d9f7052975 100644
--- a/source/gameengine/Rasterizer/RAS_IRenderTools.h
+++ b/source/gameengine/Rasterizer/RAS_IRenderTools.h
@@ -103,13 +103,13 @@ public:
/**
* Renders 3D text string using BFL.
- * @param fontid The id of the font.
- * @param text The string to render.
- * @param size The size of the text.
- * @param dpi The resolution of the text.
- * @param color The color of the object.
- * @param mat The Matrix of the text object.
- * @param aspect A scaling factor to compensate for the size.
+ * \param fontid The id of the font.
+ * \param text The string to render.
+ * \param size The size of the text.
+ * \param dpi The resolution of the text.
+ * \param color The color of the object.
+ * \param mat The Matrix of the text object.
+ * \param aspect A scaling factor to compensate for the size.
*/
virtual
void
@@ -125,12 +125,12 @@ public:
/**
* Renders 2D text string.
- * @param mode The type of text
- * @param text The string to render.
- * @param xco Position on the screen (origin in lower left corner).
- * @param yco Position on the screen (origin in lower left corner).
- * @param width Width of the canvas to draw to.
- * @param height Height of the canvas to draw to.
+ * \param mode The type of text
+ * \param text The string to render.
+ * \param xco Position on the screen (origin in lower left corner).
+ * \param yco Position on the screen (origin in lower left corner).
+ * \param width Width of the canvas to draw to.
+ * \param height Height of the canvas to draw to.
*/
virtual
void
diff --git a/source/gameengine/SceneGraph/SG_BBox.h b/source/gameengine/SceneGraph/SG_BBox.h
index 08c242baf5d..5096d65558e 100644
--- a/source/gameengine/SceneGraph/SG_BBox.h
+++ b/source/gameengine/SceneGraph/SG_BBox.h
@@ -117,14 +117,14 @@ public:
/**
* Get the eight points that define this bounding box.
*
- * @param world a world transform to apply to the produced points bounding box.
+ * \param world a world transform to apply to the produced points bounding box.
*/
void get(MT_Point3 *box, const MT_Transform &world) const;
/**
* Get the eight points that define this axis aligned bounding box.
* This differs from SG_BBox::get() in that the produced box will be world axis aligned.
* The maximum & minimum local points will be transformed *before* splitting to 8 points.
- * @param world a world transform to be applied.
+ * \param world a world transform to be applied.
*/
void getaa(MT_Point3 *box, const MT_Transform &world) const;
diff --git a/source/gameengine/SceneGraph/SG_Controller.cpp b/source/gameengine/SceneGraph/SG_Controller.cpp
index 5299c865992..07c89dd7af4 100644
--- a/source/gameengine/SceneGraph/SG_Controller.cpp
+++ b/source/gameengine/SceneGraph/SG_Controller.cpp
@@ -1,5 +1,4 @@
/*
- * @file SG_Controller.cpp
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
@@ -30,7 +29,6 @@
* \ingroup bgesg
*/
-
#include "SG_Controller.h"
void
@@ -46,5 +44,3 @@ ClearObject(
){
m_pObject = NULL;
}
-
-
diff --git a/source/gameengine/SceneGraph/SG_Controller.h b/source/gameengine/SceneGraph/SG_Controller.h
index f6361d2c992..7100debe632 100644
--- a/source/gameengine/SceneGraph/SG_Controller.h
+++ b/source/gameengine/SceneGraph/SG_Controller.h
@@ -88,12 +88,12 @@ public:
/**
* Hacky way of passing options to specific controllers
- * @param option An integer identifying the option.
- * @param value The value of this option.
- * @attention This has been placed here to give sca-elements
- * @attention some control over the controllers. This is
- * @attention necessary because the identity of the controller
- * @attention is lost on the way here.
+ * \param option An integer identifying the option.
+ * \param value The value of this option.
+ * \attention This has been placed here to give sca-elements
+ * \attention some control over the controllers. This is
+ * \attention necessary because the identity of the controller
+ * \attention is lost on the way here.
*/
virtual
void
diff --git a/source/gameengine/SceneGraph/SG_Node.h b/source/gameengine/SceneGraph/SG_Node.h
index 48bbe943892..41133495f2e 100644
--- a/source/gameengine/SceneGraph/SG_Node.h
+++ b/source/gameengine/SceneGraph/SG_Node.h
@@ -91,7 +91,7 @@ public:
* Get the current list of children. Do not use this interface for
* adding or removing children please use the methods of this class for
* that.
- * @return a reference to the list of children of this node.
+ * \return a reference to the list of children of this node.
*/
NodeList& GetSGChildren()
@@ -101,7 +101,7 @@ public:
/**
* Get the current list of children.
- * @return a const reference to the current list of children of this node.
+ * \return a const reference to the current list of children of this node.
*/
const NodeList& GetSGChildren() const
diff --git a/source/gameengine/SceneGraph/SG_ParentRelation.h b/source/gameengine/SceneGraph/SG_ParentRelation.h
index 07f11c87a36..77172256ef9 100644
--- a/source/gameengine/SceneGraph/SG_ParentRelation.h
+++ b/source/gameengine/SceneGraph/SG_ParentRelation.h
@@ -28,9 +28,9 @@
/** \file SG_ParentRelation.h
* \ingroup bgesg
- * @page SG_ParentRelationPage SG_ParentRelation
+ * \page SG_ParentRelationPage SG_ParentRelation
- * @section SG_ParentRelationSection SG_ParentRelation
+ * \section SG_ParentRelationSection SG_ParentRelation
*
* This is an abstract interface class to the Scene Graph library.
* It allows you to specify how child nodes react to parent nodes.
diff --git a/source/gameengine/SceneGraph/SG_Tree.h b/source/gameengine/SceneGraph/SG_Tree.h
index b0d74bedec5..dcca1a1442f 100644
--- a/source/gameengine/SceneGraph/SG_Tree.h
+++ b/source/gameengine/SceneGraph/SG_Tree.h
@@ -81,8 +81,8 @@ public:
/**
* Gets the eight corners of this treenode's bounding box,
* in world coordinates.
- * @param box: an array of 8 MT_Point3
- * @example MT_Point3 box[8];
+ * \param box: an array of 8 MT_Point3
+ * \example MT_Point3 box[8];
* treenode->get(box);
*/
void get(MT_Point3 *box) const;
@@ -127,7 +127,7 @@ public:
* It joins pairs of SG_Nodes to minimise the size of the resultant
* bounding box.
* cf building an optimised Huffman tree.
- * @warning O(n^3)!!!
+ * \warning O(n^3)!!!
*/
class SG_TreeFactory
{
diff --git a/source/gameengine/VideoTexture/VideoFFmpeg.cpp b/source/gameengine/VideoTexture/VideoFFmpeg.cpp
index 0ee2f23521c..aa8496431d9 100644
--- a/source/gameengine/VideoTexture/VideoFFmpeg.cpp
+++ b/source/gameengine/VideoTexture/VideoFFmpeg.cpp
@@ -844,7 +844,7 @@ void VideoFFmpeg::setPositions (void)
m_startTime -= double(m_lastFrame) / actFrameRate();
else {
m_startTime -= m_range[0];
- // start from begining, stop cache just in case
+ // start from beginning, stop cache just in case
stopCache();
}
}
@@ -959,7 +959,7 @@ AVFrame *VideoFFmpeg::grabFrame(long position)
// of the file.
if (position <= m_preseek)
{
- // we can safely go the begining of the file
+ // we can safely go the beginning of the file
if (av_seek_frame(m_formatCtx, m_videoStream, 0, AVSEEK_FLAG_BYTE) >= 0)
{
// binary seek does not reset the timestamp, must do it now