From Eric Hammil, typo and spelling fixes
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@@ -25,43 +25,47 @@ namespace osg {
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/** compute the matrix which transforms objects in local coords to world coords,
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* by accumulating the Transform local to world matrices along the specified node path.*/
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/** Compute the matrix which transforms objects in local coords to world coords,
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* by accumulating the Transform local to world matrices along the specified node path.
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*/
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extern SG_EXPORT Matrix computeLocalToWorld(const NodePath& nodePath);
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/** compute the matrix which transforms objects in world coords to local coords,
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* by accumulating the Transform world to local matrices along the specified node path.*/
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/** Compute the matrix which transforms objects in world coords to local coords,
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* by accumulating the Transform world to local matrices along the specified node path.
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*/
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extern SG_EXPORT Matrix computeWorldToLocal(const NodePath& nodePath);
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/** compute the matrix which transforms objects in local coords to world coords,
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/** Compute the matrix which transforms objects in local coords to world coords,
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* by accumulating the Transform local to world matrices along the specified node path
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* the supplied initialial camera modelview .*/
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* the supplied initial camera modelview.
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*/
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extern SG_EXPORT Matrix computeLocalToEye(const Matrix& modelview, const NodePath& nodePath);
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/** compute the matrix which transforms objects in world coords to local coords,
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/** Compute the matrix which transforms objects in world coords to local coords,
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* by accumulating the Transform world to local matrices along the specified node path
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* the inverse of the supplied initialial camera modelview.*/
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* the inverse of the supplied initialial camera modelview.
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*/
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extern SG_EXPORT Matrix computeEyeToLocal(const Matrix& modelview, const NodePath& nodePath);
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/** A Transform is a group node for which all children are transformed by
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* a 4x4 matrix. It is often used for positioning objects within a scene,
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* a 4x4 matrix. It is often used for positioning objects within a scene,
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* producing trackball functionality or for animation.
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*
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* Transform itself does not provide set/get functions, only the interface
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* for defining what the 4x4 transformation is. Subclasses, such as
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* MatrixTransform and PositionAttitudeTransform support the use of an
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* osg::Matrix or a osg::Vec3/osg::Quat resprectively.
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* osg::Matrix or a osg::Vec3/osg::Quat respectively.
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* The Transform node can be customized via the ComputeTransfromCallback
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* which can be attached to the node. This might be used to convert from
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* which can be attached to the node. This might be used to convert from
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* internal representations of the transformation into generic osg::Matrix
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* objects which are used during scene grpah traversal, such as
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* objects which are used during scene graph traversal, such as
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* CullTraversal and IntersectionTraversal.
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*
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* Note: if the transformation matrix scales the subgraph then the normals
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* Note: If the transformation matrix scales the subgraph then the normals
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* of the underlying geometry will need to be renormalized to be unit
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* vectors once more. This can be done transparently through OpenGL's
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* use of either GL_NORMALIZE and GL_SCALE_NORMALIZE modes. For further
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* use of either GL_NORMALIZE and GL_SCALE_NORMALIZE modes. For further
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* background reading see the glNormalize documentation in the OpenGL
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* Reference Guide (the blue book). To enable it in the OSG, you simply
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* need to attach a local osg::StateSet to the osg::Transform, and set
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@@ -74,7 +78,7 @@ class SG_EXPORT Transform : public Group
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Transform();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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Transform(const Transform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_Node(osg, Transform);
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@@ -97,14 +101,15 @@ class SG_EXPORT Transform : public Group
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/** Set the transform's ReferenceFrame, either to be relative to its
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* parent reference frame, or relative to an absolute coordinate
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* frame. RELATIVE_TO_PARENTS is the default.
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* Note: setting the ReferenceFrame to be RELATIVE_TO_ABSOLUTE will
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* Note: Setting the ReferenceFrame to be RELATIVE_TO_ABSOLUTE will
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* also set the CullingActive flag on the transform, and hence all
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* of its parents, to false, thereby disabling culling of it and
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* all its parents. This is neccessary to prevent inappropriate
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* culling, but may impact cull times if the absolute transform is
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* deep in the scene graph. It is therefore recommend to only use
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* deep in the scene graph. It is therefore recommended to only use
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* absolute Transforms at the top of the scene, for such things as
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* heads up displays. */
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* heads up displays.
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*/
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void setReferenceFrame(ReferenceFrame rf);
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ReferenceFrame getReferenceFrame() const { return _referenceFrame; }
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@@ -142,7 +147,8 @@ class SG_EXPORT Transform : public Group
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/** Overrides Group's computeBound.
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* There is no need to override in subclasses from osg::Transform
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* since this computeBound() uses the underlying matrix (calling
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* computeMatrix if required.) */
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* computeMatrix if required).
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*/
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virtual bool computeBound() const;
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ReferenceFrame _referenceFrame;
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