Made getLookAt() etc methods const
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@@ -128,7 +128,7 @@ class SG_EXPORT Matrixd
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* Note, if matrix is not an orthographic matrix then invalid values will be returned.*/
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bool getOrtho(double& left, double& right,
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double& bottom, double& top,
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double& zNear, double& zFar);
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double& zNear, double& zFar) const;
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/** Set to a 2D orthographic projection. See glOrtho2D for further details.*/
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inline void makeOrtho2D(double left, double right,
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@@ -147,7 +147,7 @@ class SG_EXPORT Matrixd
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* Note, if matrix is not an perspective matrix then invalid values will be returned.*/
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bool getFrustum(double& left, double& right,
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double& bottom, double& top,
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double& zNear, double& zFar);
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double& zNear, double& zFar) const;
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/** Set to a symmetrical perspective projection, See gluPerspective for further details.
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* Aspect ratio is defined as width/height.*/
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@@ -160,13 +160,13 @@ class SG_EXPORT Matrixd
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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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bool getPerspective(double& fovy,double& aspectRatio,
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double& zNear, double& zFar);
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double& zNear, double& zFar) const;
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/** Set to the position and orientation modelview matrix, using the same convention as gluLookAt. */
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void makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up);
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/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
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void getLookAt(Vec3& eye,Vec3& center,Vec3& up,value_type lookDistance=1.0f);
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void getLookAt(Vec3& eye,Vec3& center,Vec3& up,value_type lookDistance=1.0f) const;
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/** invert the matrix rhs. */
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bool invert( const Matrixd& rhs);
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@@ -126,7 +126,7 @@ class SG_EXPORT Matrixf
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* Note, if matrix is not an orthographic matrix then invalid values will be returned.*/
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bool getOrtho(double& left, double& right,
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double& bottom, double& top,
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double& zNear, double& zFar);
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double& zNear, double& zFar) const;
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/** Set to a 2D orthographic projection. See glOrtho2D for further details.*/
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inline void makeOrtho2D(double left, double right,
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@@ -145,7 +145,7 @@ class SG_EXPORT Matrixf
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* Returns false if matrix is not an orthographic matrix, where parameter values are undefined.*/
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bool getFrustum(double& left, double& right,
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double& bottom, double& top,
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double& zNear, double& zFar);
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double& zNear, double& zFar) const;
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/** Set to a symmetrical perspective projection, See gluPerspective for further details.
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* Aspect ratio is defined as width/height.*/
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@@ -158,14 +158,14 @@ class SG_EXPORT Matrixf
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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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bool getPerspective(double& fovy,double& aspectRatio,
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double& zNear, double& zFar);
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double& zNear, double& zFar) const;
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/** Set to the position and orientation modelview matrix, using the same convention as gluLookAt. */
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void makeLookAt(const Vec3& eye,const Vec3& center,const Vec3& up);
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/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
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void getLookAt(Vec3& eye,Vec3& center,Vec3& up,value_type lookDistance=1.0f);
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void getLookAt(Vec3& eye,Vec3& center,Vec3& up,value_type lookDistance=1.0f) const;
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/** invert the matrix rhs placing result in this matrix.*/
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bool invert( const Matrixf& rhs);
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@@ -608,7 +608,7 @@ void Matrix_implementation::makeOrtho(double left, double right,
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bool Matrix_implementation::getOrtho(double& left, double& right,
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double& bottom, double& top,
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double& zNear, double& zFar)
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double& zNear, double& zFar) const
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{
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if (_mat[0][3]!=0.0 || _mat[1][3]!=0.0 || _mat[2][3]!=0.0 || _mat[3][3]!=1.0) return false;
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@@ -642,7 +642,7 @@ void Matrix_implementation::makeFrustum(double left, double right,
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bool Matrix_implementation::getFrustum(double& left, double& right,
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double& bottom, double& top,
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double& zNear, double& zFar)
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double& zNear, double& zFar) const
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{
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if (_mat[0][3]!=0.0 || _mat[1][3]!=0.0 || _mat[2][3]!=-1.0 || _mat[3][3]!=0.0) return false;
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@@ -673,7 +673,7 @@ void Matrix_implementation::makePerspective(double fovy,double aspectRatio,
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}
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bool Matrix_implementation::getPerspective(double& fovy,double& aspectRatio,
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double& zNear, double& zFar)
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double& zNear, double& zFar) const
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{
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double right = 0.0;
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double left = 0.0;
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@@ -706,7 +706,7 @@ void Matrix_implementation::makeLookAt(const Vec3& eye,const Vec3& center,const
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preMult(Matrix_implementation::translate(-eye));
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}
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void Matrix_implementation::getLookAt(Vec3& eye,Vec3& center,Vec3& up,value_type lookDistance)
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void Matrix_implementation::getLookAt(Vec3& eye,Vec3& center,Vec3& up,value_type lookDistance) const
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{
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Matrix_implementation inv;
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inv.invert(*this);
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