From Magnus Kessler, documentation fixes
This commit is contained in:
@@ -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; }
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user