From Geoff Michel, typos and spelling fixes.
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@@ -27,8 +27,9 @@
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namespace osgUtil {
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/**
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* SceneView is literally a view of a scene, encapsulating the
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* camera (modelview+projection matrices), global state, lights and the scene itself. Provides
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* SceneView is literally a view of a scene, encapsulating the 'camera'
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* (not to be confused with Producer::Camera) (modelview+projection matrices),
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* global state, lights and the scene itself. Provides
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* methods for setting up the view and rendering it.
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*/
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class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSettings
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@@ -50,14 +51,14 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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/** Set scene view to use default global state, light, camera
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* and render visitor.
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*/
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*/
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void setDefaults(unsigned int options = STANDARD_SETTINGS);
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/** Set the data which to view. The data will typically be
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/** Set the data to view. The data will typically be
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* an osg::Scene but can be any osg::Node type.
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*/
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void setSceneData(osg::Node* node) { _sceneData = node; }
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/** Get the scene data which to view. The data will typically be
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/** Get the scene data to view. The data will typically be
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* an osg::Scene but can be any osg::Node type.
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*/
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osg::Node* getSceneData() { return _sceneData.get(); }
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@@ -67,7 +68,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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*/
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const osg::Node* getSceneData() const { return _sceneData.get(); }
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/** Set the viewport of the scene view to use specfied osg::Viewport. */
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/** Set the viewport of the scene view to use specified osg::Viewport. */
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void setViewport(osg::Viewport* viewport)
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{
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if (viewport) _viewport = viewport;
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@@ -118,7 +119,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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/** Set the color used in glClearColor().
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Defaults to an off blue color.*/
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void setClearColor(const osg::Vec4& color) { _clearColor=color; }
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/** Get the color usinged in glClearColor.*/
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/** Get the color used in glClearColor.*/
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const osg::Vec4& getClearColor() const { return _clearColor; }
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@@ -152,7 +153,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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/** Set the projection matrix. Can be thought of as setting the lens of a camera. */
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inline void setProjectionMatrix(const osg::Matrixd& matrix) { _projectionMatrix.set(matrix); }
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/** Set to a orthographic projection. See OpenGL glOrtho for documentation further details.*/
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/** Set to an orthographic projection. See OpenGL glOrtho for documentation further details.*/
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void setProjectionMatrixAsOrtho(double left, double right,
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double bottom, double top,
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double zNear, double zFar);
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@@ -177,7 +178,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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/** Get the const projection matrix.*/
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const osg::Matrixd& getProjectionMatrix() const { return _projectionMatrix; }
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/** Get the othorgraphic settings of the orthographic projection matrix.
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/** Get the othographic settings of the orthographic projection matrix.
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* Returns false if matrix is not an orthographic matrix, where parameter values are undefined.*/
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bool getProjectionMatrixAsOrtho(double& left, double& right,
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double& bottom, double& top,
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@@ -189,11 +190,11 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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double& bottom, double& top,
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double& zNear, double& zFar);
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/** Get the frustum setting of a symetric perspective projection matrix.
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/** Get the frustum setting of a symmetric perspective projection matrix.
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* Returns false if matrix is not a perspective matrix, where parameter values are undefined.
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* Note, if matrix is not a symetric perspective matrix then the shear will be lost.
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* Asymetric metrices occur when stereo, power walls, caves and reality center display are used.
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* In these configuration one should use the AsFrustum method instead.*/
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* Note, if matrix is not a symmetric perspective matrix then the shear will be lost.
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* Asymmetric matrices occur when stereo, power walls, caves and reality center display are used.
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* In these configurations one should use the 'getProjectionMatrixAsFrustum' method instead.*/
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bool getProjectionMatrixAsPerspective(double& fovy,double& aspectRatio,
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double& zNear, double& zFar);
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@@ -290,7 +291,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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{
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/** Use fusion distance from the value set on the SceneView.*/
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USE_FUSION_DISTANCE_VALUE,
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/** Compute the fusion distance by multiplying the screen distance by the fusion distance value.*/
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/** Compute the fusion distance by multiplying the screen distance by the fusion distance value.*/
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PROPORTIONAL_TO_SCREEN_DISTANCE
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};
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@@ -308,13 +309,13 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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float getFusionDistanceValue() const { return _fusionDistanceValue; }
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/** set whether the draw method should call renderer->prioritizeTexture.*/
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/** Set whether the draw method should call renderer->prioritizeTexture.*/
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void setPrioritizeTextures(bool pt) { _prioritizeTextures = pt; }
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/** get whether the draw method should call renderer->prioritizeTexture.*/
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/** Get whether the draw method should call renderer->prioritizeTexture.*/
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bool getPrioritizeTextures() const { return _prioritizeTextures; }
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/** callback for overidding the default method for compute the offset projection and view matrices.*/
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/** Callback for overidding the default method for compute the offset projection and view matrices.*/
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struct ComputeStereoMatricesCallback : public osg::Referenced
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{
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virtual osg::Matrixd computeLeftEyeProjection(const osg::Matrixd& projection) const = 0;
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@@ -349,7 +350,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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Note, current implementation requires that SceneView::draw() has been previously called
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for projectWindowIntoObject to produce valid values. Consistent with OpenGL
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windows coordinates are calculated relative to the bottom left of the window,
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whereas as window API's normally have the top left as the origin,
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whereas window API's normally have the top left as the origin,
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so you may need to pass in (mouseX,window_height-mouseY,...).
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Returns true on successful projection.
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*/
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@@ -359,7 +360,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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/** Set the frame stamp for the current frame.*/
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inline void setFrameStamp(osg::FrameStamp* fs) { _frameStamp = fs; }
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/** Set the frame stamp for the current frame.*/
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/** Get the frame stamp for the current frame.*/
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inline const osg::FrameStamp* getFrameStamp() const { return _frameStamp.get(); }
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@@ -399,8 +400,8 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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/** Do init traversal of attached scene graph using Init NodeVisitor.
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* The init traversal is called once for each SceneView, and should
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* be used to compile display list, texture objects intialize data
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* not otherwise intializaed during scene graph loading. Note, is
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* called automatically by update&cull if it hasn't already been called
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* not otherwise intialized during scene graph loading. Note, is
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* called automatically by update & cull if it hasn't already been called
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* elsewhere. Also init() should only ever be called within a valid
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* graphics context.*/
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virtual void init();
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