From Eric Hammil, typo and spelling fixes

This commit is contained in:
Robert Osfield
2004-09-13 15:14:11 +00:00
parent 63f8935afb
commit ee67127279
18 changed files with 326 additions and 295 deletions

View File

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