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

View File

@ -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;

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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
//! 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)

View File

@ -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.