diff --git a/include/ICameraSceneNode.h b/include/ICameraSceneNode.h index a0f662a8..f9fb928f 100644 --- a/include/ICameraSceneNode.h +++ b/include/ICameraSceneNode.h @@ -42,36 +42,38 @@ namespace scene virtual void setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal = false) = 0; //! Gets the current projection matrix of the camera. - /** \return Returns the current projection matrix of the camera. */ + /** \return The current projection matrix of the camera. */ virtual const core::matrix4& getProjectionMatrix() const = 0; //! Gets the current view matrix of the camera. - /** \return Returns the current view matrix of the camera. */ + /** \return The current view matrix of the camera. */ virtual const core::matrix4& getViewMatrix() const = 0; //! It is possible to send mouse and key events to the camera. - /** Most cameras - may ignore this input, but camera scene nodes which are created for - example with ISceneManager::addMayaCameraSceneNode or - ISceneManager::addMeshViewerCameraSceneNode, may want to get this input - for changing their position, look at target or whatever. */ + /** Most cameras may ignore this input, but camera scene nodes + which are created for example with + ISceneManager::addMayaCameraSceneNode or + ISceneManager::addMeshViewerCameraSceneNode, may want to get + this input for changing their position, look at target or + whatever. */ virtual bool OnEvent(const SEvent& event) = 0; //! Sets the look at target of the camera - /** If the camera's target and rotation are bound ( @see bindTargetAndRotation() ) - then calling this will also change the camera's scene node rotation to match the target. - \param pos: Look at target of the camera. */ + /** If the camera's target and rotation are bound ( @see + bindTargetAndRotation() ) then calling this will also change + the camera's scene node rotation to match the target. + \param pos Look at target of the camera. */ virtual void setTarget(const core::vector3df& pos) = 0; //! Sets the rotation of the node. /** This only modifies the relative rotation of the node. - /** If the camera's target and rotation are bound ( @see bindTargetAndRotation() ) + If the camera's target and rotation are bound ( @see bindTargetAndRotation() ) then calling this will also change the camera's target to match the rotation. \param rotation New rotation of the node in degrees. */ virtual void setRotation(const core::vector3df& rotation) = 0; //! Gets the current look at target of the camera - /** \return Returns the current look at target of the camera */ + /** \return The current look at target of the camera */ virtual const core::vector3df& getTarget() const = 0; //! Sets the up vector of the camera. @@ -79,23 +81,23 @@ namespace scene virtual void setUpVector(const core::vector3df& pos) = 0; //! Gets the up vector of the camera. - /** \return Returns the up vector of the camera. */ + /** \return The up vector of the camera. */ virtual const core::vector3df& getUpVector() const = 0; //! Gets the value of the near plane of the camera. - /** \return Returns the value of the near plane of the camera. */ + /** \return The value of the near plane of the camera. */ virtual f32 getNearValue() const = 0; //! Gets the value of the far plane of the camera. - /** \return Returns the value of the far plane of the camera. */ + /** \return The value of the far plane of the camera. */ virtual f32 getFarValue() const = 0; //! Gets the aspect ratio of the camera. - /** \return Returns the aspect ratio of the camera. */ + /** \return The aspect ratio of the camera. */ virtual f32 getAspectRatio() const = 0; //! Gets the field of view of the camera. - /** \return Returns the field of view of the camera in radiants. */ + /** \return The field of view of the camera in radiants. */ virtual f32 getFOV() const = 0; //! Sets the value of the near clipping plane. (default: 1.0f) @@ -114,9 +116,9 @@ namespace scene /** \param fovy: New field of view in radiants. */ virtual void setFOV(f32 fovy) = 0; - //! Returns the view frustum. + //! Get the view frustum. /** Needed sometimes by bspTree or LOD render nodes. - \return Returns the current view frustum. */ + \return The current view frustum. */ virtual const SViewFrustum* getViewFrustum() const = 0; //! Disables or enables the camera to get key or mouse inputs. @@ -124,10 +126,10 @@ namespace scene otherwise not. */ virtual void setInputReceiverEnabled(bool enabled) = 0; - //! Returns if the input receiver of the camera is currently enabled. + //! Checks if the input receiver of the camera is currently enabled. virtual bool isInputReceiverEnabled() const = 0; - //! Returns if a camera is orthogonal. + //! Checks if a camera is orthogonal. virtual bool isOrthogonal() const { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; diff --git a/source/Irrlicht/CCameraSceneNode.cpp b/source/Irrlicht/CCameraSceneNode.cpp index 01ddf5ad..6f9abeeb 100644 --- a/source/Irrlicht/CCameraSceneNode.cpp +++ b/source/Irrlicht/CCameraSceneNode.cpp @@ -54,9 +54,10 @@ bool CCameraSceneNode::isInputReceiverEnabled() const } -//! Sets the projection matrix of the camera. The core::matrix4 class has some methods -//! to build a projection matrix. e.g: core::matrix4::buildProjectionMatrixPerspectiveFovLH -//! \param projection: The new projection matrix of the camera. +//! Sets the projection matrix of the camera. +/** The core::matrix4 class has some methods +to build a projection matrix. e.g: core::matrix4::buildProjectionMatrixPerspectiveFovLH +\param projection: The new projection matrix of the camera. */ void CCameraSceneNode::setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal) { IsOrthogonal = isOrthogonal; @@ -120,7 +121,7 @@ void CCameraSceneNode::setTarget(const core::vector3df& pos) //! Sets the rotation of the node. /** This only modifies the relative rotation of the node. -/** If the camera's target and rotation are bound ( @see bindTargetAndRotation() ) +If the camera's target and rotation are bound ( @see bindTargetAndRotation() ) then calling this will also change the camera's target to match the rotation. \param rotation New rotation of the node in degrees. */ void CCameraSceneNode::setRotation(const core::vector3df& rotation) diff --git a/source/Irrlicht/CCameraSceneNode.h b/source/Irrlicht/CCameraSceneNode.h index 0a252871..d4bdd46c 100644 --- a/source/Irrlicht/CCameraSceneNode.h +++ b/source/Irrlicht/CCameraSceneNode.h @@ -55,13 +55,13 @@ namespace scene //! Sets the rotation of the node. /** This only modifies the relative rotation of the node. - /** If the camera's target and rotation are bound ( @see bindTargetAndRotation() ) + If the camera's target and rotation are bound ( @see bindTargetAndRotation() ) then calling this will also change the camera's target to match the rotation. \param rotation New rotation of the node in degrees. */ virtual void setRotation(const core::vector3df& rotation); //! Gets the current look at target of the camera - //! \return Returns the current look at target of the camera + /** \return The current look at target of the camera */ virtual const core::vector3df& getTarget() const; //! Sets the up vector of the camera.