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Doxygen fixes (#7666)
1 parent a7ea359 commit 9543b09

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Lines changed: 1416 additions & 1516 deletions

libs/openFrameworks/3d/ofCamera.h

Lines changed: 104 additions & 106 deletions
Original file line numberDiff line numberDiff line change
@@ -14,236 +14,235 @@ class ofCamera : public ofNode {
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public:
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/// \name Constructor and Destructor
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/// \{
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/// \brief Construct a default camera.
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/// \brief Construct a default camera.
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ofCamera();
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/// \brief Destroy the camera.
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virtual ~ofCamera();
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/// \brief Destroy the camera.
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virtual ~ofCamera();
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/// \}
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/// \name Camera Settings
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/// \{
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/// \name Camera Settings
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/// \{
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/// \brief Set the field of view for a perspective camera.
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///
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/// This sets the vertical field of view for the camera, in degrees.
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/// This only operates with perspective cameras, and will have no effect
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/// with cameras in orthographic mode.
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/// This only operates with perspective cameras, and will have no effect
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/// with cameras in orthographic mode.
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///
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/// \param f The desired field of view for the camera, in degrees.
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void setFov(float f);
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void setNearClip(float f);
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void setFarClip(float f);
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void setFarClip(float f);
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/// \brief Set the "lens offset" applied to this camera.
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///
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///
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/// Ordinarily, the camera is pointed straight down the center of its view
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/// frustum. However, it is possible to orient the camera towards a location
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/// offset from the center of its frustum. This is called an "assymetric
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/// frustum" and is used (for example) in stereo views. It is acheived by
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/// applying an offset to the center of projection. This function sets this
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/// offset from an glm::vec2 argument. For more information see
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/// <http://www.orthostereo.com/geometryopengl.html>.
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/// frustum. However, it is possible to orient the camera towards a location
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/// offset from the center of its frustum. This is called an "assymetric
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/// frustum" and is used (for example) in stereo views. It is acheived by
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/// applying an offset to the center of projection. This function sets this
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/// offset from an glm::vec2 argument. For more information see
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/// <http://www.orthostereo.com/geometryopengl.html>.
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///
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/// \param lensOffset The "lens offset" to apply to this camera, encoded in
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/// an glm::vec2.
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/// an glm::vec2.
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void setLensOffset(const glm::vec2 & lensOffset);
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/// \brief Set the recommended aspect ratio for a perspective camera.
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///
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/// Sets the aspect ratio of the camera to the desired float, and forces the
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/// use of aspect ratio calculations. Currently only used with perspective
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/// cameras. The default value (and the value used with orthographic
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/// cameras) is the ratio of the viewport's width to the viewport's height.
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///
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/// use of aspect ratio calculations. Currently only used with perspective
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/// cameras. The default value (and the value used with orthographic
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/// cameras) is the ratio of the viewport's width to the viewport's height.
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///
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/// \param aspectRatio The desired aspect ratio, e.g. 1.3333, 1.6, etc.
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void setAspectRatio(float aspectRatio);
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/// \brief Set whether or not the aspect ratio of this camera is forced to a non-default setting.
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///
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///
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/// The camera's aspect ratio, by default, is the aspect ratio of your
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/// viewport. If you have set a non-default value (with
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/// ofCamera::setAspectRatio()), you can toggle whether or not this value is
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/// applied.
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///
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/// \param forceAspectRatio Whether or not this camera should use an aspect ratio you have set yourself.
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/// viewport. If you have set a non-default value (with
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/// ofCamera::setAspectRatio()), you can toggle whether or not this value is
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/// applied.
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///
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/// \param forceAspectRatio Whether or not this camera should use an aspect ratio you have set yourself.
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void setForceAspectRatio(bool forceAspectRatio);
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/// \brief Get the camera's field of view, in degrees.
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///
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/// Get the camera's vertical field of view, in degrees. This is only
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/// meaningful for perspective cameras.
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/// meaningful for perspective cameras.
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///
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/// \returns The camera's field of view, in degrees.
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float getFov() const { return fov; };
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float getNearClip() const { return nearClip; };
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float getFarClip() const { return farClip; };
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float getNearClip() const { return nearClip; };
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float getFarClip() const { return farClip; };
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/// \brief Get the "lens offset" applied to this camera, encoded as an glm::vec2.
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///
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///
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/// Ordinarily, the camera is pointed straight down the center of its view
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/// frustum. However, it is possible to orient the camera towards a
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/// location offset from the center of its frustum. This is called an
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/// "asymetric frustum" and is used (for example) in stereo views. It is
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/// acheived by applying an offset to the center of projection. This
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/// function returns the offset that has been applied, as an glm::vec2. For
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/// more information see http://www.orthostereo.com/geometryopengl.html.
90+
/// frustum. However, it is possible to orient the camera towards a
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/// location offset from the center of its frustum. This is called an
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/// "asymetric frustum" and is used (for example) in stereo views. It is
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/// acheived by applying an offset to the center of projection. This
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/// function returns the offset that has been applied, as an glm::vec2. For
95+
/// more information see http://www.orthostereo.com/geometryopengl.html.
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///
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/// \returns The "lens offset" applied to this camera, encoded in an glm::vec2.
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glm::vec2 getLensOffset() const { return lensOffset; };
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/// \brief Get the boolean state which indicates whether the aspect ratio of this camera is forced to a non-default setting.
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///
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/// \returns A boolean: whether or not this camera's aspect ratio is set to a non-default value.
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bool getForceAspectRatio() const {return forceAspectRatio;};
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///
102+
/// \returns A boolean: whether or not this camera's aspect ratio is set to a non-default value.
103+
bool getForceAspectRatio() const { return forceAspectRatio; };
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/// \brief Get the aspect ratio of this camera's viewport.
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///
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/// Returns the aspect ratio of this camera's viewport. Usually this will be
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/// the ratio of the width to height of your display. Intended for
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/// perspective cameras.
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///
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/// the ratio of the width to height of your display. Intended for
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/// perspective cameras.
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///
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/// \returns The aspect ratio of this camera's viewport.
112-
float getAspectRatio() const {return aspectRatio; };
112+
float getAspectRatio() const { return aspectRatio; };
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/// \}
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/// \name OpenGL Setup
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/// \{
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void setupPerspective(bool vFlip = true, float fov = 60, float nearDist = 0, float farDist = 0, const glm::vec2 & lensOffset = glm::vec2(0.0f, 0.0f));
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120120
void setupOffAxisViewPortal(const glm::vec3 & topLeft, const glm::vec3 & bottomLeft, const glm::vec3 & bottomRight);
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void setVFlip(bool vflip);
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124-
bool isVFlipped() const;
124+
bool isVFlipped() const;
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126126
void enableOrtho();
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128-
void disableOrtho();
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void disableOrtho();
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bool getOrtho() const;
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130-
bool getOrtho() const;
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float getImagePlaneDistance(const ofRectangle & viewport = ofRectangle()) const;
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/// \}
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/// \name Rendering
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/// \{
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/// \brief Begins rendering with the camera.
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///
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/// ~~~~{.cpp}
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/// void draw() {
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/// // Begin rendering from the camera's perspective.
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/// camera.begin();
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///
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/// ofLine(0, 0, ofGetWidth(), ofGetHeight());
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/// // Additional rendering ...
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///
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/// // End rendering form the camera's perspective.
149-
/// camera.end();
150-
/// }
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/// ~~~~
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/// \param viewport The camera's rendering viewport.
153-
virtual void begin(){
139+
///
140+
/// ~~~~{.cpp}
141+
/// void draw() {
142+
/// // Begin rendering from the camera's perspective.
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/// camera.begin();
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///
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/// ofLine(0, 0, ofGetWidth(), ofGetHeight());
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/// // Additional rendering ...
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///
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/// // End rendering form the camera's perspective.
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/// camera.end();
150+
/// }
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/// ~~~~
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virtual void begin() {
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begin(getViewport());
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}
156155
virtual void begin(const ofRectangle & viewport);
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158-
/// \brief Ends rendering with the camera.
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/// \brief Ends rendering with the camera.
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virtual void end();
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/// \}
162161
/// \name OpenGL Matrix
163162
/// \{
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165164
/// \brief Access the projection matrix.
166-
/// \returns the current 4x4 projection matrix.
167-
glm::mat4 getProjectionMatrix() const{
165+
/// \returns the current 4x4 projection matrix.
166+
glm::mat4 getProjectionMatrix() const {
168167
return getProjectionMatrix(getViewport());
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}
170169
glm::mat4 getProjectionMatrix(const ofRectangle & viewport) const;
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172-
/// \brief Access the model view matrix.
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/// \returns the current 4x4 model view matrix.
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/// \brief Access the model view matrix.
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/// \returns the current 4x4 model view matrix.
174173
glm::mat4 getModelViewMatrix() const;
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/// \todo getModelViewProjectionMatrix()
175+
/// \todo getModelViewProjectionMatrix()
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glm::mat4 getModelViewProjectionMatrix(const ofRectangle & viewport) const;
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glm::mat4 getModelViewProjectionMatrix() const{
177+
glm::mat4 getModelViewProjectionMatrix() const {
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return getModelViewProjectionMatrix(getViewport());
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}
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182-
/// \}
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/// \name Coordinate Conversion
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/// \{
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/// \brief Obtain the screen coordinates of a point in the 3D world.
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/// \}
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/// \name Coordinate Conversion
183+
/// \{
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/// \brief Obtain the screen coordinates of a point in the 3D world.
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///
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/// Takes an (X,Y,Z) point in your 3D world, encoded as an glm::vec3,
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/// and returns the location (also as an glm::vec3) where this point would
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/// appear on your (two-dimensional) display. The screen position's "Z
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/// coordinate" is set to be the same as your camera's.
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/// appear on your (two-dimensional) display. The screen position's "Z
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/// coordinate" is set to be the same as your camera's.
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///
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/// \param WorldXYZ A 3D point in the world, whose screen coordinates you wish to know.
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/// \param viewport (Optional) A viewport. The default is ofGetCurrentViewport().
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/// \param WorldXYZ A 3D point in the world, whose screen coordinates you wish to know.
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/// \param viewport (Optional) A viewport. The default is ofGetCurrentViewport().
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/// \returns An glm::vec3 containing the screen coordinates of your 3D point of interest.
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glm::vec3 worldToScreen(glm::vec3 WorldXYZ, const ofRectangle & viewport) const;
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glm::vec3 worldToScreen(glm::vec3 WorldXYZ) const{
196+
glm::vec3 worldToScreen(glm::vec3 WorldXYZ) const {
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return worldToScreen(WorldXYZ, getViewport());
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}
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/// \brief Obtain the coordinates, in the 3D world, of a 2D point presumed to be on your screen.
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///
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/// Takes a pixel location on your screen, encoded in an glm::vec3,
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/// and returns (also as an glm::vec3) the 3D world coordinates of that point.
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/// You'll also need to specify a Z value when providing your screen point.
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/// This Z value is interpreted as a distance into or away from the screen.
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/// You'll also need to specify a Z value when providing your screen point.
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/// This Z value is interpreted as a distance into or away from the screen.
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///
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/// \param ScreenXYZ A point on your screen, whose 3D world coordinates you wish to know.
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glm::vec3 screenToWorld(glm::vec3 ScreenXYZ, const ofRectangle & viewport) const;
210-
glm::vec3 screenToWorld(glm::vec3 ScreenXYZ) const{
209+
glm::vec3 screenToWorld(glm::vec3 ScreenXYZ) const {
211210
return screenToWorld(ScreenXYZ, getViewport());
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}
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/// \todo worldToCamera()
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glm::vec3 worldToCamera(glm::vec3 WorldXYZ, const ofRectangle & viewport) const;
216-
glm::vec3 worldToCamera(glm::vec3 WorldXYZ) const{
215+
glm::vec3 worldToCamera(glm::vec3 WorldXYZ) const {
217216
return worldToCamera(WorldXYZ, getViewport());
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}
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/// \todo cameraToWorld()
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glm::vec3 cameraToWorld(glm::vec3 CameraXYZ, const ofRectangle & viewport) const;
222-
glm::vec3 cameraToWorld(glm::vec3 CameraXYZ) const{
221+
glm::vec3 cameraToWorld(glm::vec3 CameraXYZ) const {
223222
return cameraToWorld(CameraXYZ, getViewport());
224223
}
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/// \}
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/// \name Renderer
228227
/// \{
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void setRenderer(std::shared_ptr<ofBaseRenderer> renderer);
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void setRenderer(std::shared_ptr<ofBaseRenderer> renderer);
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/// \}
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/// \brief Draw a visual representation of the camera's frustum
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/// \note This will only be visible when the camera drawing its
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/// \note This will only be visible when the camera drawing its
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/// frustum is viewed through another camera.
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void drawFrustum(const ofRectangle & viewport) const;
238-
void drawFrustum() const{
237+
void drawFrustum() const {
239238
drawFrustum(getViewport());
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}
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protected:
243242
ofRectangle getViewport() const;
244243
std::shared_ptr<ofBaseRenderer> getRenderer() const;
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void calcClipPlanes(const ofRectangle & viewport);
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private:
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bool isOrtho;
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float fov;
@@ -255,4 +254,3 @@ class ofCamera : public ofNode {
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bool vFlip;
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std::shared_ptr<ofBaseRenderer> renderer;
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};
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