From Magnus Kessler, documentation fixes

This commit is contained in:
Robert Osfield
2011-09-12 12:14:17 +00:00
parent 22dd9df78b
commit ca51a1113b
2 changed files with 27 additions and 27 deletions

View File

@@ -196,7 +196,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Object, public osg::CullSettings
/** Set the projection matrix. Can be thought of as setting the lens of a camera. */
inline void setProjectionMatrix(const osg::Matrixd& matrix) { _camera->setProjectionMatrix(matrix); }
/** Set to an orthographic projection. See OpenGL glOrtho for documentation further details.*/
/** Set to an orthographic projection. See OpenGL glOrtho documentation for further details.*/
void setProjectionMatrixAsOrtho(double left, double right,
double bottom, double top,
double zNear, double zFar);
@@ -315,7 +315,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Object, public osg::CullSettings
osgUtil::RenderStage* getRenderStageRight() { return _renderStageRight.get(); }
const osgUtil::RenderStage* getRenderStageRight() const { return _renderStageRight.get(); }
/** search through any pre and post RenderStage that reference a Camera, and take a reference to each of these cameras to prevent them being deleted while they are still be used by the drawing thread.*/
/** search through any pre and post RenderStages that reference a Camera, and take a reference to each of these cameras to prevent them being deleted while they are still be used by the drawing thread.*/
void collateReferencesToDependentCameras();
/** clear the refence to any any dependent cameras.*/
@@ -374,24 +374,24 @@ class OSGUTIL_EXPORT SceneView : public osg::Object, public osg::CullSettings
/** Calculate the object coordinates of a point in window coordinates.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. Consistent with OpenGL
windows coordinates are calculated relative to the bottom left of the window.
for projectWindowIntoObject to produce valid values. Consistent with OpenGL,
window coordinates are calculated relative to the bottom left of the window.
Returns true on successful projection.
*/
bool projectWindowIntoObject(const osg::Vec3& window,osg::Vec3& object) const;
/** Calculate the object coordinates of a window x,y when projected onto the near and far planes.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. Consistent with OpenGL
windows coordinates are calculated relative to the bottom left of the window.
for projectWindowIntoObject to produce valid values. Consistent with OpenGL,
window coordinates are calculated relative to the bottom left of the window.
Returns true on successful projection.
*/
bool projectWindowXYIntoObject(int x,int y,osg::Vec3& near_point,osg::Vec3& far_point) const;
/** Calculate the window coordinates of a point in object coordinates.
Note, current implementation requires that SceneView::draw() has been previously called
for projectWindowIntoObject to produce valid values. Consistent with OpenGL
windows coordinates are calculated relative to the bottom left of the window,
for projectWindowIntoObject to produce valid values. Consistent with OpenGL,
window coordinates are calculated relative to the bottom left of the window,
whereas window API's normally have the top left as the origin,
so you may need to pass in (mouseX,window_height-mouseY,...).
Returns true on successful projection.
@@ -447,7 +447,7 @@ class OSGUTIL_EXPORT SceneView : public osg::Object, public osg::CullSettings
/** Do init traversal of attached scene graph using Init NodeVisitor.
* The init traversal is called once for each SceneView, and should
* be used to compile display list, texture objects intialize data
* be used to compile display lists, texture objects and intialize data
* not otherwise intialized during scene graph loading. Note, is
* called automatically by update & cull if it hasn't already been called
* elsewhere. Also init() should only ever be called within a valid
@@ -466,21 +466,21 @@ class OSGUTIL_EXPORT SceneView : public osg::Object, public osg::CullSettings
/** Compute the number of dynamic objects that will be held in the rendering backend */
unsigned int getDynamicObjectCount() const { return _dynamicObjectCount; }
/** Release all OpenGL objects from the scene graph, such as texture objects, display lists etc.
* These released scene graphs placed in the respective delete GLObjects cache, which
/** Release all OpenGL objects from the scene graph, such as texture objects, display lists, etc.
* These released scene graphs are placed in the respective delete GLObjects cache, and
* then need to be deleted in OpenGL by SceneView::flushAllDeleteGLObjects(). */
virtual void releaseAllGLObjects();
/** Flush all deleted OpenGL objects, such as texture objects, display lists etc.*/
/** Flush all deleted OpenGL objects, such as texture objects, display lists, etc.*/
virtual void flushAllDeletedGLObjects();
/** Flush deleted OpenGL objects, such as texture objects, display lists etc within specified available time.*/
/** Flush deleted OpenGL objects, such as texture objects, display lists, etc., within the specified available time.*/
virtual void flushDeletedGLObjects(double& availableTime);
/** Extract stats for current draw list. */
bool getStats(Statistics& primStats);
/** Set whether the SceneView should automatically call flishDeletedObjects() on each new frame.*/
/** Set whether the SceneView should automatically call flushDeletedObjects() on each new frame.*/
void setAutomaticFlush(bool automaticFlush) { _automaticFlush = automaticFlush; }
bool getAutomaticFlush() const { return _automaticFlush; }

View File

@@ -109,7 +109,7 @@ class OSGVIEWER_EXPORT View : public osg::View, public osgGA::GUIActionAdapter
const osgDB::ImagePager* getImagePager() const;
/* Set the EventQueue that View uses to integrate external non window related events.*/
/* Set the EventQueue that the View uses to integrate external non window related events.*/
void setEventQueue(osgGA::EventQueue* eventQueue) { _eventQueue = eventQueue; }
/* Get the View's EventQueue.*/
@@ -128,7 +128,7 @@ class OSGVIEWER_EXPORT View : public osg::View, public osgGA::GUIActionAdapter
/** Get the const View's CameraManipulator.*/
const osgGA::CameraManipulator* getCameraManipulator() const { return _cameraManipulator.get(); }
/** Set the view to the CameraManipulator's home position, if non is attached home() is does nothing.
/** Set the view to the CameraManipulator's home position, if none is attached home() it does nothing.
* Note, to set the home position use getCamaraManipulator()->setHomePosition(...). */
void home();
@@ -149,8 +149,8 @@ class OSGVIEWER_EXPORT View : public osg::View, public osgGA::GUIActionAdapter
/** Set the NodePath to any active CoordinateSystemNode present in the Scene.
* The CoordinateSystemNode path is used to help applications and CamaraManipualtors handle geocentric coordinates systems,
* such as known which way is the local up at any position on the a whole earth. */
* The CoordinateSystemNode path is used to help applications and CamaraManipulators handle geocentric coordinates systems,
* so that the local up direction is known at any position on the whole earth. */
void setCoordinateSystemNodePath(const osg::NodePath& nodePath);
/** Get the NodePath to any active CoordinateSystemNode present in the Scene.*/
@@ -169,7 +169,7 @@ class OSGVIEWER_EXPORT View : public osg::View, public osgGA::GUIActionAdapter
/** Set the DisplaySettings object associated with this view.*/
const osg::DisplaySettings* getDisplaySettings() const { return _displaySettings.get(); }
/** Set the FusionDistanceMode and Value. Note, is used only when working in stereo.*/
/** Set the FusionDistanceMode and Value. Note, only used when working in stereo.*/
void setFusionDistance(osgUtil::SceneView::FusionDistanceMode mode,float value=1.0f)
{
_fusionDistanceMode = mode;
@@ -213,18 +213,18 @@ class OSGVIEWER_EXPORT View : public osg::View, public osgGA::GUIActionAdapter
/** Return true if this view contains a specified camera.*/
bool containsCamera(const osg::Camera* camera) const;
/** Get the camera which contains the pointer position x,y specified master cameras window/eye coords.
* Also passes back the local window coords for the graphics context associated with the camera passed back. */
/** Get the camera which contains the pointer position x,y specified in the master camera's window/eye coordinates.
* Also passes back the local window coordinatess for the graphics context associated with the camera. */
const osg::Camera* getCameraContainingPosition(float x, float y, float& local_x, float& local_y) const;
/** Compute intersections between a ray through the specified master cameras window/eye coords and a specified node.
* Note, when a master cameras has slaves and no viewport itself its coordinate frame will be in clip space i.e. -1,-1 to 1,1,
* while if its has a viewport the coordintates will be relative to its viewport dimensions.
* Mouse events handled by the view will automatically be attached into the master camera window/clip coords so can be passed
* directly on to the computeIntersections method. */
/** Compute intersections between a ray through the specified master camera's window/eye coordinates and a specified node.
* Note, when a master camera has slaves and no viewport itself, its coordinate frame will be in clip space i.e. -1,-1 to 1,1,
* while if it has a viewport the coordintates will be relative to its viewport dimensions.
* Mouse events handled by the view will automatically be attached to the master camera window/clip coordinates so that they can be passed
* directly to the computeIntersections method. */
bool computeIntersections(float x,float y, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff);
/** Compute intersections between a ray through the specified master cameras window/eye coords and a specified nodePath's subgraph. */
/** Compute intersections between a ray through the specified master camera's window/eye coordinates and a specified nodePath's subgraph. */
bool computeIntersections(float x,float y, const osg::NodePath& nodePath, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask = 0xffffffff);