Replace tabs with spaces in more files.

--HG--
branch : trunk
This commit is contained in:
Paradox
2009-02-09 08:16:34 -05:00
parent b0694d7e5e
commit d230302b16
602 changed files with 41367 additions and 41366 deletions
+53 -53
View File
@@ -32,23 +32,23 @@ private:
/**
Vertical field of view (in radians)
*/
float fieldOfView;
float fieldOfView;
/**
The image plane depth corresponding to a vertical field of
view, where the film size is 1x1.
/**
The image plane depth corresponding to a vertical field of
view, where the film size is 1x1.
*/
float imagePlaneDepth;
float imagePlaneDepth;
/**
Clipping plane, *not* imaging plane. Positive numbers.
*/
float nearPlane;
float nearPlane;
/**
Positive
Positive
*/
float farPlane;
float farPlane;
CoordinateFrame cframe;
@@ -64,7 +64,7 @@ public:
/** The plane containing the face. */
Plane plane;
};
/** The vertices, in homogeneous space. If w == 0,
a vertex is at infinity. */
Array<Vector4> vertexPos;
@@ -77,42 +77,42 @@ public:
Array<Face> faceArray;
};
GCamera();
GCamera();
virtual ~GCamera();
CoordinateFrame getCoordinateFrame() const;
void getCoordinateFrame(CoordinateFrame& c) const;
void setCoordinateFrame(const CoordinateFrame& c);
/**
Sets the horizontal field of view, in radians. The
initial angle is toRadians(55).
<UL>
<LI> toRadians(50) - Telephoto
<LI> toRadians(110) - Normal
<LI> toRadians(140) - Wide angle
</UL>
*/
void setFieldOfView(float angle);
CoordinateFrame getCoordinateFrame() const;
void getCoordinateFrame(CoordinateFrame& c) const;
void setCoordinateFrame(const CoordinateFrame& c);
/**
Sets the field of view based on a desired image plane depth
(<I>s'</I>) and film dimensions in world space. Depth must be positive. Width,
depth, and height are measured in the same units (meters are
recommended). The field of view will span the diagonal to the
image.<P> <I>Note</I>: to simulate a 35mm GCamera, set width =
0.36 mm and height = 0.24 mm. The width and height used are
generally not the pixel dimensions of the image.
*/
void setImagePlaneDepth(
/**
Sets the horizontal field of view, in radians. The
initial angle is toRadians(55).
<UL>
<LI> toRadians(50) - Telephoto
<LI> toRadians(110) - Normal
<LI> toRadians(140) - Wide angle
</UL>
*/
void setFieldOfView(float angle);
/**
Sets the field of view based on a desired image plane depth
(<I>s'</I>) and film dimensions in world space. Depth must be positive. Width,
depth, and height are measured in the same units (meters are
recommended). The field of view will span the diagonal to the
image.<P> <I>Note</I>: to simulate a 35mm GCamera, set width =
0.36 mm and height = 0.24 mm. The width and height used are
generally not the pixel dimensions of the image.
*/
void setImagePlaneDepth(
float depth,
const class Rect2D& viewport);
inline double getFieldOfView() const {
return fieldOfView;
}
inline double getFieldOfView() const {
return fieldOfView;
}
/**
Projects a world space point onto a width x height screen. The
@@ -147,7 +147,7 @@ public:
/**
Returns the image plane depth, <I>s'</I>, given the current field
of view for film of dimensions width x height. See
setImagePlaneDepth for a discussion of worldspace values width and height.
setImagePlaneDepth for a discussion of worldspace values width and height.
*/
float getImagePlaneDepth(
const class Rect2D& viewport) const;
@@ -162,7 +162,7 @@ public:
Integer (x, y) values correspond to
the upper left corners of pixels. If you want to cast rays
through pixel centers, add 0.5 to x and y.
through pixel centers, add 0.5 to x and y.
*/
Ray worldRay(
float x,
@@ -184,15 +184,15 @@ public:
return -farPlane;
}
inline void setFarPlaneZ(float z) {
debugAssert(z < 0);
farPlane = -z;
}
inline void setFarPlaneZ(float z) {
debugAssert(z < 0);
farPlane = -z;
}
inline void setNearPlaneZ(float z) {
debugAssert(z < 0);
nearPlane = -z;
}
inline void setNearPlaneZ(float z) {
debugAssert(z < 0);
nearPlane = -z;
}
/**
Returns the GCamera space width of the viewport.
@@ -203,16 +203,16 @@ public:
/**
Returns the GCamera space height of the viewport.
*/
float getViewportHeight(
float getViewportHeight(
const class Rect2D& viewport) const;
/**
Read back a GCamera space z-value at pixel (x, y) from the depth buffer.
double getZValue(
double x,
double y,
double x,
double y,
const class Rect2D& viewport,
double polygonOffset = 0) const;
double polygonOffset = 0) const;
*/
void setPosition(const Vector3& t);
@@ -220,13 +220,13 @@ public:
void lookAt(const Vector3& position, const Vector3& up = Vector3::unitY());
/**
Returns the clipping planes of the frustum, in world space.
Returns the clipping planes of the frustum, in world space.
The planes have normals facing <B>into</B> the view frustum.
The plane order is guaranteed to be:
Near, Right, Left, Top, Bottom, [Far]
If the far plane is at infinity, the resulting array will have
If the far plane is at infinity, the resulting array will have
5 planes, otherwise there will be 6.
The viewport is used only to determine the aspect ratio of the screen; the