OpenSceneGraph/doc/doc++/osg/Transform.html

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<TITLE>class SG_EXPORT osg::Transform</TITLE>
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Transform</A></H2></H2><BLOCKQUOTE>Transform - is group which all children are transformed by the the Transform's osg::Matrix.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="MNode,M,CGroup,MGroup.html,CTransform,MTransform.html,CPositionAttitudeTransform,MPositionAttitudeTransform.html">
<param name=before value="M,M,M,M^_">
<param name=after value="Md_SP,Md_,M,M">
<param name=indent value="0,1,2,2">
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<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.105.1">Transform</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.105.2">Transform</A></B>(const <!1><A HREF="Transform.html#DOC.2.105.2">Transform</A>&amp;, const <!1><A HREF="CopyOp.html">CopyOp</A>&amp; copyop=CopyOp::SHALLOW_COPY)
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<DD><I>Copy constructor using CopyOp to manage deep vs shallow copy</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.105.3">Transform</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; matix)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.105.4">META_Node</A></B>(<!1><A HREF="Transform.html">Transform</A>)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.105.6">setReferenceFrame</A></B>(<!1><A HREF="Transform.html#DOC.2.105.5">ReferenceFrame</A> rf)
<DD><I>Set the transform's ReferenceFrame, either to be realtive to its parent reference frame, or relative to an absolute coordinate frame.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Transform.html#DOC.2.105.5">ReferenceFrame</A> <B><A HREF="#DOC.2.105.7">getReferenceFrame</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.105.9">setComputeTransformCallback</A></B>(<!1><A HREF="Transform.html#DOC.2.105.8">ComputeTransformCallback</A>* ctc)
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<DD><I>Set the ComputerTransfromCallback which allows users to attach custom computation of the local transformation as seen by cull traversers and alike</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Transform.html#DOC.2.105.8">ComputeTransformCallback</A>* <B><A HREF="#DOC.2.105.10">getComputeTransformCallback</A></B>()
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<DD><I>Get the non const ComputerTransfromCallback</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Transform.html#DOC.2.105.8">ComputeTransformCallback</A>* <B><A HREF="#DOC.2.105.11">getComputeTransformCallback</A></B>() const
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<DD><I>Get the const ComputerTransfromCallback</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.105.12">getLocalToWorldMatrix</A></B>(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const
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<DD><I>Get the transformation matrix which moves from local coords to world coords.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.105.13">getWorldToLocalMatrix</A></B>(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const
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<DD><I>Get the transformation matrix which moves from world coords to local coords.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.105.14">setMatrix</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat)
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<DD><I>Set the transform's matrix</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Matrix.html">Matrix</A>&amp; <B><A HREF="#DOC.2.105.15">getMatrix</A></B>() const
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<DD><I>Get the transform's matrix.</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.105.16">preMult</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat)
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<DD><I>preMult transform</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.105.17">postMult</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat)
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<DD><I>postMult transform</I>
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</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.105.5">ReferenceFrame</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>struct <B><A HREF="#DOC.2.105.8">ComputeTransformCallback</A></B>: public <!1><A HREF="Referenced.html">osg::Referenced</A>
<DD><I>Callback attached to an Transform to specifiy how to compute the modelview transformation for the transform below the Transform node</I>
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</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Transform.html#DOC.2.105.8">ComputeTransformCallback</A>&gt; <B><A HREF="#DOC.2.105.23">_computeTransformCallback</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Transform.html#DOC.2.105.5">ReferenceFrame</A> <B><A HREF="#DOC.2.105.24">_referenceFrame</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; <B><A HREF="#DOC.2.105.25">_matrix</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; <B><A HREF="#DOC.2.105.26">_inverse</A></B>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable bool <B><A HREF="#DOC.2.105.27">_inverseDirty</A></B>
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</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.105.18">~Transform</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.105.19">computeBound</A></B>() const
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<DD><I>Override's Group's computeBound.</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.105.20">computeLocalToWorldMatrix</A></B>(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.105.21">computeWorldToLocalMatrix</A></B>(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.105.22">computeInverse</A></B>() const
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</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Group.html">Group</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>traverse</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>addChild</B>( Node* child )
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<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>removeChild</B>( Node* child )
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<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>replaceChild</B>( Node* origChild, Node* newChild )
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<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>getNumChildren</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline Node* <B>getChild</B>( const int i )
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<DT>
<IMG ALT="o" SRC=icon2.gif>inline const Node* <B>getChild</B>( const int i ) const
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<DT>
<IMG ALT="o" SRC=icon2.gif>inline bool <B>containsNode</B>( const Node* node ) const
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<DT>
<IMG ALT="o" SRC=icon2.gif>inline ChildList::iterator <B>findNode</B>( const Node* node )
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<DT>
<IMG ALT="o" SRC=icon2.gif>inline ChildList::const_iterator <B>findNode</B>( const Node* node ) const
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</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>ChildList <B>_children</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
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<BLOCKQUOTE>Transform - is group which all children are transformed by the the Transform's osg::Matrix.
Typical uses
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of the Transform is for positioning objects within a scene or
producing trackball functionality or for animation.
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The Transform node can be customized via the ComputeTransfromCallback which can be
attached to the node, this might be used to convert internal representations of the transformation
into generic osg::Matrix'c which are used during scene grpah traversal, such as CullTraversal and IntersectionTraversal.
Note, if the transformation matrix scales the subgraph then the
normals of the underlying geometry will need to be renormalized to
be unit vectors once more. One can done transparently through OpenGL's
use of either GL_NORMALIZE and GL_SCALE_NORMALIZE modes. Further
background reading see the glNormalize documentation in the OpenGL Reference
Guide (the blue book). To enable it in the OSG, you simple need to
attach a local osg::StateSet to the osg::Transform, and set the appropriate
mode to on via stateset->setMode(GL_NORMALIZE,osg::StateAttribute::ON);.</BLOCKQUOTE>
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<DL>
<A NAME="Transform"></A>
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<A NAME="DOC.2.105.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Transform()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Transform"></A>
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<A NAME="DOC.2.105.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Transform(const <!1><A HREF="Transform.html#DOC.2.105.2">Transform</A>&amp;, const <!1><A HREF="CopyOp.html">CopyOp</A>&amp; copyop=CopyOp::SHALLOW_COPY)</B></TT>
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<DD>Copy constructor using CopyOp to manage deep vs shallow copy
<DL><DT><DD></DL><P>
<A NAME="Transform"></A>
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<A NAME="DOC.2.105.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Transform(const <!1><A HREF="Matrix.html">Matrix</A>&amp; matix)</B></TT>
<DL><DT><DD></DL><P>
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<A NAME="META_Node"></A>
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<A NAME="DOC.2.105.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> META_Node(<!1><A HREF="Transform.html">Transform</A>)</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="ReferenceFrame"></A>
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<A NAME="DOC.2.105.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum ReferenceFrame</B></TT>
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<DL><DT><DD></DL><P><DL>
<A NAME="RELATIVE_TO_PARENTS"></A>
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<A NAME="DOC.2.105.5.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> RELATIVE_TO_PARENTS</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="RELATIVE_TO_ABSOLUTE"></A>
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<A NAME="DOC.2.105.5.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> RELATIVE_TO_ABSOLUTE</B></TT>
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<DL><DT><DD></DL><P></DL>
<A NAME="setReferenceFrame"></A>
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<A NAME="DOC.2.105.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setReferenceFrame(<!1><A HREF="Transform.html#DOC.2.105.5">ReferenceFrame</A> rf)</B></TT>
<DD>Set the transform's ReferenceFrame, either to be realtive to its parent reference frame,
or relative to an absolute coordinate frame. RELATIVE_TO_PARENTS is the default.
Note, setting the RefrenceFrame to be RELATIVE_TO_ABSOLUTE will also set the CullingActive flag on the
transform, and hence all its parents, to false, therby disabling culling of it and all its
parents. This is neccessary to prevent inappropriate culling, but may impact of cull times
if the absolute transform is deep in the scene graph, it is therefore recommend to only use
abolsoute Transforms at the top of the scene, for such things as headlight LightSource's or
Head up displays.
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<DL><DT><DD></DL><P>
<A NAME="getReferenceFrame"></A>
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<A NAME="DOC.2.105.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Transform.html#DOC.2.105.5">ReferenceFrame</A> getReferenceFrame() const </B></TT>
<DL><DT><DD></DL><P>
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<A NAME="ComputeTransformCallback"></A>
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<A NAME="DOC.2.105.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>struct ComputeTransformCallback: public <!1><A HREF="Referenced.html">osg::Referenced</A></B></TT>
<DD>Callback attached to an Transform to specifiy how to compute the modelview transformation
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for the transform below the Transform node
<DL><DT><DD></DL><P><DL>
<A NAME="computeLocalToWorldMatrix"></A>
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<A NAME="DOC.2.105.8.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeLocalToWorldMatrix(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, const <!1><A HREF="Transform.html">Transform</A>* <!1><A HREF="Plane.html#DOC.2.75.24">transform</A>, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const = 0</B></TT>
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<DD>Get the transformation matrix which moves from local coords to world coords
<DL><DT><DD></DL><P>
<A NAME="computeWorldToLocalMatrix"></A>
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<A NAME="DOC.2.105.8.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeWorldToLocalMatrix(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, const <!1><A HREF="Transform.html">Transform</A>* <!1><A HREF="Plane.html#DOC.2.75.24">transform</A>, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const = 0</B></TT>
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<DD>Get the transformation matrix which moves from world coords to local coords
<DL><DT><DD></DL><P></DL>
<A NAME="setComputeTransformCallback"></A>
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<A NAME="DOC.2.105.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setComputeTransformCallback(<!1><A HREF="Transform.html#DOC.2.105.8">ComputeTransformCallback</A>* ctc)</B></TT>
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<DD>Set the ComputerTransfromCallback which allows users to attach custom computation of the local transformation as
seen by cull traversers and alike
<DL><DT><DD></DL><P>
<A NAME="getComputeTransformCallback"></A>
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<A NAME="DOC.2.105.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Transform.html#DOC.2.105.8">ComputeTransformCallback</A>* getComputeTransformCallback()</B></TT>
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<DD>Get the non const ComputerTransfromCallback
<DL><DT><DD></DL><P>
<A NAME="getComputeTransformCallback"></A>
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<A NAME="DOC.2.105.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Transform.html#DOC.2.105.8">ComputeTransformCallback</A>* getComputeTransformCallback() const </B></TT>
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<DD>Get the const ComputerTransfromCallback
<DL><DT><DD></DL><P>
<A NAME="getLocalToWorldMatrix"></A>
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<A NAME="DOC.2.105.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getLocalToWorldMatrix(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const </B></TT>
<DD>Get the transformation matrix which moves from local coords to world coords.
Return true if Matrix passed in has been modified and
<DL><DT><DD></DL><P>
<A NAME="getWorldToLocalMatrix"></A>
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<A NAME="DOC.2.105.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getWorldToLocalMatrix(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const </B></TT>
<DD>Get the transformation matrix which moves from world coords to local coords.
Return true if Matrix passed in has been modified and
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<DL><DT><DD></DL><P>
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<A NAME="setMatrix"></A>
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<A NAME="DOC.2.105.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setMatrix(const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat)</B></TT>
<DD>Set the transform's matrix
<DL><DT><DD></DL><P>
<A NAME="getMatrix"></A>
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<A NAME="DOC.2.105.15"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Matrix.html">Matrix</A>&amp; getMatrix() const </B></TT>
<DD>Get the transform's matrix.
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<DL><DT><DD></DL><P>
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<A NAME="preMult"></A>
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<A NAME="DOC.2.105.16"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preMult(const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat)</B></TT>
<DD>preMult transform
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<DL><DT><DD></DL><P>
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<A NAME="postMult"></A>
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<A NAME="DOC.2.105.17"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void postMult(const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat)</B></TT>
<DD>postMult transform
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<DL><DT><DD></DL><P>
<A NAME="~Transform"></A>
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<A NAME="DOC.2.105.18"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Transform()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeBound"></A>
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<A NAME="DOC.2.105.19"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeBound() const </B></TT>
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<DD>Override's Group's computeBound.
There is no need to override in subclasses from osg::Transform since this computeBound() uses
the underlying matrix (calling computeMatrix if required.)
<DL><DT><DD></DL><P>
<A NAME="computeLocalToWorldMatrix"></A>
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<A NAME="DOC.2.105.20"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeLocalToWorldMatrix(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeWorldToLocalMatrix"></A>
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<A NAME="DOC.2.105.21"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeWorldToLocalMatrix(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const </B></TT>
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<DL><DT><DD></DL><P>
<A NAME="computeInverse"></A>
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<A NAME="DOC.2.105.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void computeInverse() const </B></TT>
<DL><DT><DD></DL><P>
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<A NAME="_computeTransformCallback"></A>
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<A NAME="DOC.2.105.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Transform.html#DOC.2.105.8">ComputeTransformCallback</A>&gt; _computeTransformCallback</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_referenceFrame"></A>
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<A NAME="DOC.2.105.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Transform.html#DOC.2.105.5">ReferenceFrame</A> _referenceFrame</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_matrix"></A>
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<A NAME="DOC.2.105.25"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; _matrix</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_inverse"></A>
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<A NAME="DOC.2.105.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; _inverse</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_inverseDirty"></A>
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<A NAME="DOC.2.105.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable bool _inverseDirty</B></TT>
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<DL><DT><DD></DL><P></DL>
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<HR>
<DL><DT><B>Direct child classes:
</B><DD><A HREF="PositionAttitudeTransform.html">PositionAttitudeTransform</A><BR>
</DL>
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<DL><DT><DT><B>Friends:</B><DD> struct <!1><A HREF="Transform.html#DOC.2.105.8">osg::Transform::ComputeTransformCallback</A><BR><DD></DL><P><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I></P><HR>
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