bool isPerspective = true;
/**
- * @return The view-projection matrix of the camera.
+ * @brief Retrieves the view-projection of the camera.
+ * @SINCE_2_0.7
+ * @return The view-projection matrix of the camera
*/
ViewProjection GetViewProjection() const;
/**
- * @brief Calculates the @a position, @a orientation and @a scale that's defined
- * for this camera, and writes it into the respective variable.
+ * @brief Calculates the @a position, @a orientation and @a scale that's defined for this camera,
+ * and writes it into the respective variable.
+ * @SINCE_2_0.7
*/
void CalculateTransformComponents(Vector3& position, Quaternion& orientation, Vector3& scale) const;
/**
- * @brief Configures the camera in the way that it is supposed to be used with
- * scene3d scenes. This means inverted Y and a rotation of 180 degrees
- * along the Y axis, plus whatever the parameters define.
+ * @brief Configures the camera in the way that it is supposed to be used with scene3d scenes.
*
+ * This means inverted Y and a rotation of 180 degrees along the Y axis, plus whatever the parameters define.
+ * @SINCE_2_0.7
* @return True if success to generate camera. False otherwise.
*/
bool ConfigureCamera(CameraActor& camera, bool invertY = true) const;