From Geoff Michel, typos and spelling fixes.

This commit is contained in:
Robert Osfield
2004-09-26 18:39:34 +00:00
parent be8476592e
commit 37c8b3a6fb
23 changed files with 281 additions and 273 deletions

View File

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