From Domenico Mangieri, addded some missing const qualifiers in osgUtil::SceneView.

This commit is contained in:
Robert Osfield
2005-08-22 13:58:23 +00:00
parent 8e3f4e4890
commit c0d6126313
2 changed files with 8 additions and 8 deletions

View File

@@ -197,13 +197,13 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
* Returns false if matrix is not an orthographic matrix, where parameter values are undefined.*/
bool getProjectionMatrixAsOrtho(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar);
double& zNear, double& zFar) const;
/** Get the frustum setting of a perspective projection matrix.
* Returns false if matrix is not a perspective matrix, where parameter values are undefined.*/
bool getProjectionMatrixAsFrustum(double& left, double& right,
double& bottom, double& top,
double& zNear, double& zFar);
double& zNear, double& zFar) const;
/** Get the frustum setting of a symmetric perspective projection matrix.
* Returns false if matrix is not a perspective matrix, where parameter values are undefined.
@@ -211,7 +211,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
* 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);
double& zNear, double& zFar) const;
/** Set the view matrix. Can be thought of as setting the position of the world relative to the camera in camera coordinates. */
@@ -230,7 +230,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Referenced, public osg::CullSetting
const osg::Matrixd& getViewMatrix() const { return _viewMatrix; }
/** Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. */
void getViewMatrixAsLookAt(osg::Vec3& eye,osg::Vec3& center,osg::Vec3& up,float lookDistance=1.0f);
void getViewMatrixAsLookAt(osg::Vec3& eye,osg::Vec3& center,osg::Vec3& up,float lookDistance=1.0f) const;