From Ulrich Hertlein, spelling corrections and a few Doxgen comments.
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@@ -85,11 +85,14 @@ class OSG_EXPORT CameraNode : public Transform, public CullSettings
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enum TransformOrder
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{
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PRE_MULTIPLE,
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POST_MULTIPLE
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PRE_MULTIPLY,
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POST_MULTIPLY
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};
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/** Set the transformation order for world-to-local and local-to-world transformation.*/
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void setTransformOrder(TransformOrder order) { _transformOrder = order; }
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/** Get the transformation order.*/
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TransformOrder getTransformOrder() const { return _transformOrder; }
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@@ -195,12 +198,16 @@ class OSG_EXPORT CameraNode : public Transform, public CullSettings
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SEPERATE_WINDOW
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};
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/** Set the render target.*/
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void setRenderTargetImplementation(RenderTargetImplementation impl);
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/** Set the render target and fall-back that's used if the former isn't available.*/
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void setRenderTargetImplementation(RenderTargetImplementation impl, RenderTargetImplementation fallback);
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/** Get the render target.*/
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RenderTargetImplementation getRenderTargetImplementation() const { return _renderTargetImplementation; }
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/** Get the render target fallback.*/
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RenderTargetImplementation getRenderTargetFallback() const { return _renderTargetFallback; }
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@@ -50,10 +50,10 @@ class OSGSIM_EXPORT OverlayNode : public osg::Group
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void dirtyOverlayTexture();
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/** Set whether the OverlayNode should update the overlay texture on every frame.*/
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void setContinousUpdate(bool update) { _continousUpdate = update; }
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void setContinuousUpdate(bool update) { _continuousUpdate = update; }
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/** Get whether the OverlayNode should update the overlay texture on every frame.*/
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bool getContinousUpdate() const { return _continousUpdate; }
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bool getContinuousUpdate() const { return _continuousUpdate; }
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/** Set the clear color to use when rendering the overlay subgraph.*/
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@@ -66,7 +66,7 @@ class OSGSIM_EXPORT OverlayNode : public osg::Group
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void setTexEnvMode(GLenum mode);
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/** Get the TexEnv mode used to combine the overlay texture with the base color/texture of the OverlayNode's decorate subgraph.*/
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GLenum getTexEnvMode() { return _texEnvMode; }
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GLenum getTexEnvMode() const { return _texEnvMode; }
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/** Set the texture unit that the texture should be assigned to.*/
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void setOverlayTextureUnit(unsigned int unit);
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@@ -101,7 +101,7 @@ class OSGSIM_EXPORT OverlayNode : public osg::Group
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osg::ref_ptr<osg::CameraNode> _camera;
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// overaly subgraph is render to a texture
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// overlay subgraph is render to a texture
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osg::ref_ptr<osg::Node> _overlaySubgraph;
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// texgen node to generate the tex coordinates for us
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@@ -116,7 +116,7 @@ class OSGSIM_EXPORT OverlayNode : public osg::Group
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unsigned int _textureSizeHint;
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osg::ref_ptr<osg::Texture2D> _texture;
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bool _continousUpdate;
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bool _continuousUpdate;
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osg::Polytope _textureFrustum;
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};
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@@ -22,6 +22,11 @@
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namespace osgSim {
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/** VisibilityGroup renders (traverses) it's children only when the camera is inside a specified visibility volume.
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* The visibility volume is intersected with a line segment that extends from
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* the current camera's eye-point along the view vector for a given segment length.
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* If an intersection is detected then the node's children are traversed.
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*/
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class OSGSIM_EXPORT VisibilityGroup : public osg::Group
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{
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public :
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@@ -34,19 +39,32 @@ class OSGSIM_EXPORT VisibilityGroup : public osg::Group
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META_Node(osgSim, VisibilityGroup);
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virtual void traverse(osg::NodeVisitor& nv);
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/** Set the subgraph that is intersected for the visibility determination.*/
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void setVisibilityVolume(osg::Node* node) { _visibilityVolume = node; }
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/** Get the subgraph that is intersected for the visibility determination.*/
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osg::Node* getVisibilityVolume() { return _visibilityVolume.get(); }
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/** Get the const subgraph that is intersected for the visibility determination.*/
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const osg::Node* getVisibilityVolume() const { return _visibilityVolume.get(); }
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/** Set the traversal mask for the intersection testing.*/
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void setVolumeIntersectionMask(osg::Node::NodeMask mask) { _volumeIntersectionMask = mask; }
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/** Get the traversal mask for the intersection testing.*/
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osg::Node::NodeMask getVolumeIntersectionMask() const { return _volumeIntersectionMask; }
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/** Set the length of the intersection segment.
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* The segments extends this many database units from the camera eye-point along the look vector.
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* If this is left at zero then the diameter of the bounding sphere of the visibility volume is used.*/
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void setSegmentLength(float length) { _segmentLength = length; }
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/** Get the length of the intersection segment.*/
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float getSegmentLength() const { return _segmentLength; }
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protected :
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virtual ~VisibilityGroup() {}
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osg::ref_ptr<osg::Node> _visibilityVolume;
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@@ -28,7 +28,7 @@
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namespace osgUtil {
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/**
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* SceneView is literally a view of a scene, encapsulating the 'camera'
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* SceneView is literaly 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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@@ -122,7 +122,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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const osg::Vec4& getClearColor() const { return _camera->getClearColor(); }
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/** Mannually set the redraw interlaced stereo stencil mask request flag to control whether to redraw the stencil buffer on the next frame.*/
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/** Manually set the redraw interlaced stereo stencil mask request flag to control whether to redraw the stencil buffer on the next frame.*/
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void setRedrawInterlacedStereoStencilMask(bool flag) { _redrawInterlacedStereoStencilMask = flag; }
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/** Get the redraw interlaced stereo stencil mask request flag.*/
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@@ -207,7 +207,7 @@ 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 _camera->getProjectionMatrix(); }
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/** Get the othographic settings of the orthographic projection matrix.
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/** Get the orthographic 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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