Ran script to remove trailing spaces and tabs
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@@ -1,13 +1,13 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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@@ -40,7 +40,7 @@ extern OSG_EXPORT Matrix computeLocalToWorld(const NodePath& nodePath, bool igno
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extern OSG_EXPORT Matrix computeWorldToLocal(const NodePath& nodePath, bool ignoreCameras = true);
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/** Compute the matrix which transforms objects in local coords to eye coords,
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* by accumulating the Transform local to world matrices along the specified node path
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* by accumulating the Transform local to world matrices along the specified node path
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* and multiplying by the supplied initial camera modelview.
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*/
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extern OSG_EXPORT Matrix computeLocalToEye(const Matrix& modelview, const NodePath& nodePath, bool ignoreCameras = true);
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@@ -63,7 +63,7 @@ extern OSG_EXPORT Matrix computeEyeToLocal(const Matrix& modelview, const NodePa
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*
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* Note: If the transformation matrix scales the subgraph then the normals
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* of the underlying geometry will need to be renormalized to be unit
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* vectors once more. This can be done transparently through OpenGL's
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* vectors once more. This can be done transparently through OpenGL's
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* use of either GL_NORMALIZE and GL_RESCALE_NORMAL modes. For further
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* background reading see the glNormalize documentation in the OpenGL
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* Reference Guide (the blue book). To enable it in the OSG, you simply
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@@ -97,7 +97,7 @@ class OSG_EXPORT Transform : public Group
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ABSOLUTE_RF,
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ABSOLUTE_RF_INHERIT_VIEWPOINT
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};
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/** Set the transform's ReferenceFrame, either to be relative to its
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* parent reference frame, or relative to an absolute coordinate
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* frame. RELATIVE_RF is the default.
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@@ -112,12 +112,12 @@ class OSG_EXPORT Transform : public Group
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* ABSOLUTE_RF_INHERIT_VIEWPOINT is the same as ABSOLUTE_RF except it
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* adds the ability to use the parents view points position in world coordinates
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* as its local viewpoint in the new coordinates frame. This is useful for
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* Render to texture Cameras that wish to use the main views LOD range computation
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* Render to texture Cameras that wish to use the main views LOD range computation
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* (which uses the viewpoint rather than the eye point) rather than use the local
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* eye point defined by the this Transforms' absolute view matrix.
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*/
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void setReferenceFrame(ReferenceFrame rf);
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ReferenceFrame getReferenceFrame() const { return _referenceFrame; }
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virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const
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@@ -132,7 +132,7 @@ class OSG_EXPORT Transform : public Group
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return true;
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}
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}
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virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const
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{
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if (_referenceFrame==RELATIVE_RF)
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@@ -146,7 +146,7 @@ class OSG_EXPORT Transform : public Group
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}
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}
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/** Overrides Group's computeBound.
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/** Overrides Group's computeBound.
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* There is no need to override in subclasses from osg::Transform
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* since this computeBound() uses the underlying matrix (calling
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* computeMatrix if required).
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@@ -154,10 +154,10 @@ class OSG_EXPORT Transform : public Group
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virtual BoundingSphere computeBound() const;
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protected :
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virtual ~Transform();
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ReferenceFrame _referenceFrame;
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};
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