Made getLookAt() etc methods const
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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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