From Domenico Mangieri, addded some missing const qualifiers in osgUtil::SceneView.
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@@ -197,13 +197,13 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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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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double& zNear, double& zFar);
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double& zNear, double& zFar) const;
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/** Get the frustum setting of a 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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bool getProjectionMatrixAsFrustum(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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/** 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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@@ -211,7 +211,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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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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double& zNear, double& zFar) const;
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/** Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates. */
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@@ -230,7 +230,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
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const osg::Matrixd& getViewMatrix() const { return _viewMatrix; }
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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 getViewMatrixAsLookAt(osg::Vec3& eye,osg::Vec3& center,osg::Vec3& up,float lookDistance=1.0f);
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void getViewMatrixAsLookAt(osg::Vec3& eye,osg::Vec3& center,osg::Vec3& up,float lookDistance=1.0f) const;
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@@ -1108,7 +1108,7 @@ void SceneView::setProjectionMatrixAsPerspective(double fovy,double aspectRatio,
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bool SceneView::getProjectionMatrixAsOrtho(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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return _projectionMatrix.getOrtho(left, right,
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bottom, top,
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@@ -1117,7 +1117,7 @@ bool SceneView::getProjectionMatrixAsOrtho(double& left, double& right,
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bool SceneView::getProjectionMatrixAsFrustum(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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return _projectionMatrix.getFrustum(left, right,
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bottom, top,
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@@ -1125,7 +1125,7 @@ bool SceneView::getProjectionMatrixAsFrustum(double& left, double& right,
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}
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bool SceneView::getProjectionMatrixAsPerspective(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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return _projectionMatrix.getPerspective(fovy, aspectRatio, zNear, zFar);
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}
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@@ -1135,7 +1135,7 @@ void SceneView::setViewMatrixAsLookAt(const Vec3& eye,const Vec3& center,const V
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setViewMatrix(osg::Matrixd::lookAt(eye,center,up));
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}
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void SceneView::getViewMatrixAsLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance)
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void SceneView::getViewMatrixAsLookAt(Vec3& eye,Vec3& center,Vec3& up,float lookDistance) const
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{
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_viewMatrix.getLookAt(eye,center,up,lookDistance);
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}
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