Fixed comments.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1766 dfc29bdd-3216-0410-991c-e03cc46cb475
master
hybrid 2008-11-17 08:26:15 +00:00
parent 47a3d3057f
commit 17c2a7c186
3 changed files with 30 additions and 27 deletions

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@ -42,36 +42,38 @@ namespace scene
virtual void setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal = false) = 0; virtual void setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal = false) = 0;
//! Gets the current projection matrix of the camera. //! 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; virtual const core::matrix4& getProjectionMatrix() const = 0;
//! Gets the current view matrix of the camera. //! 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; virtual const core::matrix4& getViewMatrix() const = 0;
//! It is possible to send mouse and key events to the camera. //! It is possible to send mouse and key events to the camera.
/** Most cameras /** Most cameras may ignore this input, but camera scene nodes
may ignore this input, but camera scene nodes which are created for which are created for example with
example with ISceneManager::addMayaCameraSceneNode or ISceneManager::addMayaCameraSceneNode or
ISceneManager::addMeshViewerCameraSceneNode, may want to get this input ISceneManager::addMeshViewerCameraSceneNode, may want to get
for changing their position, look at target or whatever. */ this input for changing their position, look at target or
whatever. */
virtual bool OnEvent(const SEvent& event) = 0; virtual bool OnEvent(const SEvent& event) = 0;
//! Sets the look at target of the camera //! Sets the look at target of the camera
/** If the camera's target and rotation are bound ( @see bindTargetAndRotation() ) /** If the camera's target and rotation are bound ( @see
then calling this will also change the camera's scene node rotation to match the target. bindTargetAndRotation() ) then calling this will also change
\param pos: Look at target of the camera. */ 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; virtual void setTarget(const core::vector3df& pos) = 0;
//! Sets the rotation of the node. //! Sets the rotation of the node.
/** This only modifies the relative 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. then calling this will also change the camera's target to match the rotation.
\param rotation New rotation of the node in degrees. */ \param rotation New rotation of the node in degrees. */
virtual void setRotation(const core::vector3df& rotation) = 0; virtual void setRotation(const core::vector3df& rotation) = 0;
//! Gets the current look at target of the camera //! 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; virtual const core::vector3df& getTarget() const = 0;
//! Sets the up vector of the camera. //! Sets the up vector of the camera.
@ -79,23 +81,23 @@ namespace scene
virtual void setUpVector(const core::vector3df& pos) = 0; virtual void setUpVector(const core::vector3df& pos) = 0;
//! Gets the up vector of the camera. //! 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; virtual const core::vector3df& getUpVector() const = 0;
//! Gets the value of the near plane of the camera. //! 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; virtual f32 getNearValue() const = 0;
//! Gets the value of the far plane of the camera. //! 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; virtual f32 getFarValue() const = 0;
//! Gets the aspect ratio of the camera. //! 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; virtual f32 getAspectRatio() const = 0;
//! Gets the field of view of the camera. //! 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; virtual f32 getFOV() const = 0;
//! Sets the value of the near clipping plane. (default: 1.0f) //! 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. */ /** \param fovy: New field of view in radiants. */
virtual void setFOV(f32 fovy) = 0; virtual void setFOV(f32 fovy) = 0;
//! Returns the view frustum. //! Get the view frustum.
/** Needed sometimes by bspTree or LOD render nodes. /** 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; virtual const SViewFrustum* getViewFrustum() const = 0;
//! Disables or enables the camera to get key or mouse inputs. //! Disables or enables the camera to get key or mouse inputs.
@ -124,10 +126,10 @@ namespace scene
otherwise not. */ otherwise not. */
virtual void setInputReceiverEnabled(bool enabled) = 0; 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; virtual bool isInputReceiverEnabled() const = 0;
//! Returns if a camera is orthogonal. //! Checks if a camera is orthogonal.
virtual bool isOrthogonal() const virtual bool isOrthogonal() const
{ {
_IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX;

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@ -54,9 +54,10 @@ bool CCameraSceneNode::isInputReceiverEnabled() const
} }
//! Sets the projection matrix of the camera. The core::matrix4 class has some methods //! Sets the projection matrix of the camera.
//! to build a projection matrix. e.g: core::matrix4::buildProjectionMatrixPerspectiveFovLH /** The core::matrix4 class has some methods
//! \param projection: The new projection matrix of the camera. 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) void CCameraSceneNode::setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal)
{ {
IsOrthogonal = isOrthogonal; IsOrthogonal = isOrthogonal;
@ -120,7 +121,7 @@ void CCameraSceneNode::setTarget(const core::vector3df& pos)
//! Sets the rotation of the node. //! Sets the rotation of the node.
/** This only modifies the relative 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. then calling this will also change the camera's target to match the rotation.
\param rotation New rotation of the node in degrees. */ \param rotation New rotation of the node in degrees. */
void CCameraSceneNode::setRotation(const core::vector3df& rotation) void CCameraSceneNode::setRotation(const core::vector3df& rotation)

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@ -55,13 +55,13 @@ namespace scene
//! Sets the rotation of the node. //! Sets the rotation of the node.
/** This only modifies the relative 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. then calling this will also change the camera's target to match the rotation.
\param rotation New rotation of the node in degrees. */ \param rotation New rotation of the node in degrees. */
virtual void setRotation(const core::vector3df& rotation); virtual void setRotation(const core::vector3df& rotation);
//! Gets the current look at target of the camera //! 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; virtual const core::vector3df& getTarget() const;
//! Sets the up vector of the camera. //! Sets the up vector of the camera.