fix typos in Camera documentation
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committed by
Mathias Agopian
parent
ea3553ceb7
commit
09f188659a
@@ -400,7 +400,7 @@ public class Camera {
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}
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/**
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* Sets the camera's view matrix.
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* Sets the camera's model matrix.
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* <p>
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* Helper method to set the camera's entity transform component.
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* Remember that the Camera "looks" towards its -z axis.
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@@ -412,29 +412,29 @@ public class Camera {
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* engine.getTransformManager().getInstance(camera->getEntity()), viewMatrix);
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* </pre>
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*
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* @param viewMatrix The camera position and orientation provided as a <b>rigid transform</b> matrix.
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* @param modelMatrix The camera position and orientation provided as a <b>rigid transform</b> matrix.
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*/
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public void setModelMatrix(@NonNull @Size(min = 16) float[] viewMatrix) {
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Asserts.assertMat4fIn(viewMatrix);
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nSetModelMatrix(getNativeObject(), viewMatrix);
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public void setModelMatrix(@NonNull @Size(min = 16) float[] modelMatrix) {
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Asserts.assertMat4fIn(modelMatrix);
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nSetModelMatrix(getNativeObject(), modelMatrix);
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}
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/**
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* Sets the camera's view matrix.
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* Sets the camera's model matrix.
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* <p>
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* Helper method to set the camera's entity transform component.
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* Remember that the Camera "looks" towards its -z axis.
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* <p>
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*
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* @param viewMatrix The camera position and orientation provided as a <b>rigid transform</b> matrix.
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* @param modelMatrix The camera position and orientation provided as a <b>rigid transform</b> matrix.
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*/
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public void setModelMatrix(@NonNull @Size(min = 16) double[] viewMatrix) {
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Asserts.assertMat4In(viewMatrix);
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nSetModelMatrixFp64(getNativeObject(), viewMatrix);
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public void setModelMatrix(@NonNull @Size(min = 16) double[] modelMatrix) {
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Asserts.assertMat4In(modelMatrix);
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nSetModelMatrixFp64(getNativeObject(), modelMatrix);
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}
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/**
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* Sets the camera's view matrix.
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* Sets the camera's model matrix.
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*
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* @param eyeX x-axis position of the camera in world space
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* @param eyeY y-axis position of the camera in world space
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@@ -549,10 +549,10 @@ public class Camera {
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/**
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* Retrieves the camera's view matrix. The view matrix is the inverse of the model matrix.
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*
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* @param out A 16-float array where the model view will be stored, or null in which
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* @param out A 16-float array where the view matrix will be stored, or null in which
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* case a new array is allocated.
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*
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* @return A 16-float array containing the camera's view as a column-major matrix.
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* @return A 16-float array containing the camera's column-major view matrix.
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*/
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@NonNull @Size(min = 16)
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public float[] getViewMatrix(@Nullable @Size(min = 16) float[] out) {
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@@ -567,7 +567,7 @@ public class Camera {
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* @param out A 16-double array where the model view will be stored, or null in which
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* case a new array is allocated.
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*
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* @return A 16-double array containing the camera's view as a column-major matrix.
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* @return A 16-double array containing the camera's column-major view matrix.
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*/
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@NonNull @Size(min = 16)
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public double[] getViewMatrix(@Nullable @Size(min = 16) double[] out) {
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@@ -313,26 +313,26 @@ public:
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//! Returns the frustum's far plane used for culling
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float getCullingFar() const noexcept;
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/** Sets the camera's view matrix.
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/** Sets the camera's model matrix.
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*
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* Helper method to set the camera's entity transform component.
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* It has the same effect as calling:
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*
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* ~~~~~~~~~~~{.cpp}
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* engine.getTransformManager().setTransform(
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* engine.getTransformManager().getInstance(camera->getEntity()), view);
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* engine.getTransformManager().getInstance(camera->getEntity()), model);
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* ~~~~~~~~~~~
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*
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* @param view The camera position and orientation provided as a rigid transform matrix.
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* @param model The camera position and orientation provided as a rigid transform matrix.
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*
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* @note The Camera "looks" towards its -z axis
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*
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* @warning \p view must be a rigid transform
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* @warning \p model must be a rigid transform
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*/
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void setModelMatrix(const math::mat4& view) noexcept;
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void setModelMatrix(const math::mat4f& view) noexcept; //!< \overload
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void setModelMatrix(const math::mat4& model) noexcept;
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void setModelMatrix(const math::mat4f& model) noexcept; //!< @overload
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/** Sets the camera's view matrix
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/** Sets the camera's model matrix
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*
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* @param eye The position of the camera in world space.
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* @param center The point in world space the camera is looking at.
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@@ -342,7 +342,7 @@ public:
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const math::float3& center,
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const math::float3& up) noexcept;
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/** Sets the camera's view matrix, assuming up is along the y axis
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/** Sets the camera's model matrix, assuming up is along the y axis
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*
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* @param eye The position of the camera in world space.
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* @param center The point in world space the camera is looking at.
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@@ -69,7 +69,7 @@ public:
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void setShift(math::double2 shift) noexcept { mShiftCS = shift * 2.0; }
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const math::double2 getShift() const noexcept { return mShiftCS * 0.5; }
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math::double2 getShift() const noexcept { return mShiftCS * 0.5; }
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// viewing the projection matrix to be used for rendering, contains scaling/shift and possibly
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// other transforms needed by the shaders
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@@ -88,28 +88,28 @@ public:
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float getCullingFar() const noexcept { return mFar; }
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// sets the camera's view matrix (must be a rigid transform)
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// sets the camera's model matrix (must be a rigid transform)
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void setModelMatrix(const math::mat4& modelMatrix) noexcept;
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void setModelMatrix(const math::mat4f& modelMatrix) noexcept;
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// sets the camera's view matrix
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void lookAt(const math::float3& eye, const math::float3& center, const math::float3& up = { 0, 1, 0 }) noexcept;
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// sets the camera's model matrix
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void lookAt(const math::float3& eye, const math::float3& center,
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const math::float3& up = { 0, 1, 0 }) noexcept;
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// returns the view matrix
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// returns the model matrix
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math::mat4 getModelMatrix() const noexcept;
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// returns the inverse of the view matrix
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// returns the view matrix (inverse of the model matrix)
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math::mat4 getViewMatrix() const noexcept;
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template <typename T>
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template<typename T>
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static math::details::TMat44<T> rigidTransformInverse(math::details::TMat44<T> const& v) noexcept {
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// The inverse of a rigid transform can be computed from the transpose
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// | R T |^-1 | Rt -Rt*T |
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// | 0 1 | = | 0 1 |
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const math::details::TMat33<T> rt(transpose(v.upperLeft()));
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const math::details::TVec3<T> t(rt * v[3].xyz);
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return math::details::TMat44<T>(rt, -t);
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const auto rt(transpose(v.upperLeft()));
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const auto t(rt * v[3].xyz);
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return { rt, -t };
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}
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math::double3 getPosition() const noexcept {
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