Fixed comments.
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@ -9,21 +9,9 @@
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namespace osg {
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/** Transform - is group which all children are transformed by the the Transform's osg::Matrix.
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* Typical uses
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* of the Transform is for positioning objects within a scene or
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* producing trackball functionality or for animation.
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* The Transform node can be customized via the ComputeTransfromCallback which can be
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* attached to the node, this might be used to convert internal representations of the transformation
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* into generic osg::Matrix'c which are used during scene grpah traversal, such as CullTraversal and IntersectionTraversal.
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* Note, if the transformation matrix scales the subgraph then the
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* normals of the underlying geometry will need to be renormalized to
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* be unit vectors once more. One can done transparently through OpenGL's
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* use of either GL_NORMALIZE and GL_SCALE_NORMALIZE modes. Further
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* background reading see the glNormalize documentation in the OpenGL Reference
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* Guide (the blue book). To enable it in the OSG, you simple need to
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* attach a local osg::StateSet to the osg::Transform, and set the appropriate
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* mode to on via stateset->setMode(GL_NORMALIZE,osg::StateAttribute::ON);.
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/** MatrixTransform - is a subclass of Transform which has an osg::Matrix
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* which represent a 4x4 transformation of its children from local cordinates
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* into the Transform's parent coordinates.
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*/
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class SG_EXPORT MatrixTransform : public Transform
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{
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@ -10,13 +10,14 @@
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namespace osg {
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/** Transform - is group which all children are transformed by the the Transform's osg::Matrix.
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* Typical uses
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* of the Transform is for positioning objects within a scene or
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* producing trackball functionality or for animation.
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* The Transform node can be customized via the ComputeTransfromCallback which can be
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/** Transform - is group node which all children are transformed by 4x4 matrix
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* and is used for positioning objects within a scene, producing trackball functionality or for animation.
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* Transform itself does not provide set/get functions, only the interface for
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* defining what the 4x4 transformation is, sublcalsses, such as MatrixTransform
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* and PositionAttitudeTransform support the use of a osg::Matrix or a osg::Vec3/osg::Quat
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* resprectively. The Transform node can be customized via the ComputeTransfromCallback which can be
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* attached to the node, this might be used to convert internal representations of the transformation
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* into generic osg::Matrix'c which are used during scene grpah traversal, such as CullTraversal and IntersectionTraversal.
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* into generic osg::Matrix's which are used during scene grpah traversal, such as CullTraversal and IntersectionTraversal.
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* Note, if the transformation matrix scales the subgraph then the
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* normals of the underlying geometry will need to be renormalized to
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* be unit vectors once more. One can done transparently through OpenGL's
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@ -84,7 +85,7 @@ class SG_EXPORT Transform : public Group
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/** Get the transformation matrix which moves from local coords to world coords.
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* Return true if Matrix passed in has been modified and */
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* Return true if Matrix passed in has been updated. */
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inline const bool getLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const
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{
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if (_computeTransformCallback.valid())
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@ -95,7 +96,7 @@ class SG_EXPORT Transform : public Group
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/** Get the transformation matrix which moves from world coords to local coords.
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* Return true if Matrix passed in has been modified and */
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* Return true if Matrix passed in has been updated. */
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inline const bool getWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const
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{
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if (_computeTransformCallback.valid())
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