Fixed comments.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1766 dfc29bdd-3216-0410-991c-e03cc46cb475master
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47a3d3057f
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17c2a7c186
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@ -42,36 +42,38 @@ namespace scene
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virtual void setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal = false) = 0;
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//! Gets the current projection matrix of the camera.
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/** \return Returns the current projection matrix of the camera. */
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/** \return The current projection matrix of the camera. */
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virtual const core::matrix4& getProjectionMatrix() const = 0;
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//! Gets the current view matrix of the camera.
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/** \return Returns the current view matrix of the camera. */
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/** \return The current view matrix of the camera. */
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virtual const core::matrix4& getViewMatrix() const = 0;
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//! It is possible to send mouse and key events to the camera.
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/** Most cameras
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may ignore this input, but camera scene nodes which are created for
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example with ISceneManager::addMayaCameraSceneNode or
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ISceneManager::addMeshViewerCameraSceneNode, may want to get this input
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for changing their position, look at target or whatever. */
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/** Most cameras may ignore this input, but camera scene nodes
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which are created for example with
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ISceneManager::addMayaCameraSceneNode or
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ISceneManager::addMeshViewerCameraSceneNode, may want to get
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this input for changing their position, look at target or
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whatever. */
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virtual bool OnEvent(const SEvent& event) = 0;
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//! Sets the look at target of the camera
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/** If the camera's target and rotation are bound ( @see bindTargetAndRotation() )
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then calling this will also change the camera's scene node rotation to match the target.
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\param pos: Look at target of the camera. */
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/** If the camera's target and rotation are bound ( @see
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bindTargetAndRotation() ) then calling this will also change
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the camera's scene node rotation to match the target.
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\param pos Look at target of the camera. */
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virtual void setTarget(const core::vector3df& pos) = 0;
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//! Sets the rotation of the node.
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/** This only modifies the relative rotation of the node.
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/** If the camera's target and rotation are bound ( @see bindTargetAndRotation() )
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If the camera's target and rotation are bound ( @see bindTargetAndRotation() )
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then calling this will also change the camera's target to match the rotation.
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\param rotation New rotation of the node in degrees. */
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virtual void setRotation(const core::vector3df& rotation) = 0;
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//! Gets the current look at target of the camera
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/** \return Returns the current look at target of the camera */
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/** \return The current look at target of the camera */
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virtual const core::vector3df& getTarget() const = 0;
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//! Sets the up vector of the camera.
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@ -79,23 +81,23 @@ namespace scene
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virtual void setUpVector(const core::vector3df& pos) = 0;
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//! Gets the up vector of the camera.
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/** \return Returns the up vector of the camera. */
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/** \return The up vector of the camera. */
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virtual const core::vector3df& getUpVector() const = 0;
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//! Gets the value of the near plane of the camera.
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/** \return Returns the value of the near plane of the camera. */
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/** \return The value of the near plane of the camera. */
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virtual f32 getNearValue() const = 0;
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//! Gets the value of the far plane of the camera.
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/** \return Returns the value of the far plane of the camera. */
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/** \return The value of the far plane of the camera. */
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virtual f32 getFarValue() const = 0;
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//! Gets the aspect ratio of the camera.
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/** \return Returns the aspect ratio of the camera. */
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/** \return The aspect ratio of the camera. */
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virtual f32 getAspectRatio() const = 0;
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//! Gets the field of view of the camera.
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/** \return Returns the field of view of the camera in radiants. */
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/** \return The field of view of the camera in radiants. */
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virtual f32 getFOV() const = 0;
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//! Sets the value of the near clipping plane. (default: 1.0f)
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@ -114,9 +116,9 @@ namespace scene
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/** \param fovy: New field of view in radiants. */
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virtual void setFOV(f32 fovy) = 0;
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//! Returns the view frustum.
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//! Get the view frustum.
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/** Needed sometimes by bspTree or LOD render nodes.
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\return Returns the current view frustum. */
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\return The current view frustum. */
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virtual const SViewFrustum* getViewFrustum() const = 0;
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//! Disables or enables the camera to get key or mouse inputs.
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@ -124,10 +126,10 @@ namespace scene
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otherwise not. */
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virtual void setInputReceiverEnabled(bool enabled) = 0;
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//! Returns if the input receiver of the camera is currently enabled.
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//! Checks if the input receiver of the camera is currently enabled.
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virtual bool isInputReceiverEnabled() const = 0;
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//! Returns if a camera is orthogonal.
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//! Checks if a camera is orthogonal.
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virtual bool isOrthogonal() const
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{
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_IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX;
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@ -54,9 +54,10 @@ bool CCameraSceneNode::isInputReceiverEnabled() const
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}
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//! Sets the projection matrix of the camera. The core::matrix4 class has some methods
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//! to build a projection matrix. e.g: core::matrix4::buildProjectionMatrixPerspectiveFovLH
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//! \param projection: The new projection matrix of the camera.
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//! Sets the projection matrix of the camera.
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/** The core::matrix4 class has some methods
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to build a projection matrix. e.g: core::matrix4::buildProjectionMatrixPerspectiveFovLH
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\param projection: The new projection matrix of the camera. */
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void CCameraSceneNode::setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal)
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{
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IsOrthogonal = isOrthogonal;
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@ -120,7 +121,7 @@ void CCameraSceneNode::setTarget(const core::vector3df& pos)
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//! Sets the rotation of the node.
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/** This only modifies the relative rotation of the node.
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/** If the camera's target and rotation are bound ( @see bindTargetAndRotation() )
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If the camera's target and rotation are bound ( @see bindTargetAndRotation() )
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then calling this will also change the camera's target to match the rotation.
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\param rotation New rotation of the node in degrees. */
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void CCameraSceneNode::setRotation(const core::vector3df& rotation)
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@ -55,13 +55,13 @@ namespace scene
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//! Sets the rotation of the node.
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/** This only modifies the relative rotation of the node.
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/** If the camera's target and rotation are bound ( @see bindTargetAndRotation() )
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If the camera's target and rotation are bound ( @see bindTargetAndRotation() )
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then calling this will also change the camera's target to match the rotation.
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\param rotation New rotation of the node in degrees. */
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virtual void setRotation(const core::vector3df& rotation);
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//! Gets the current look at target of the camera
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//! \return Returns the current look at target of the camera
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/** \return The current look at target of the camera */
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virtual const core::vector3df& getTarget() const;
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//! Sets the up vector of the camera.
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