OpenSceneGraph/src/osg/Transform.cpp

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#include <osg/Transform>
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using namespace osg;
Transform::Transform()
{
_referenceFrame = RELATIVE_TO_PARENTS;
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}
Transform::Transform(const Transform& transform,const CopyOp& copyop):
Group(transform,copyop),
_computeTransformCallback(transform._computeTransformCallback),
_referenceFrame(transform._referenceFrame)
{
}
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Transform::~Transform()
{
}
void Transform::setReferenceFrame(ReferenceFrame rf)
{
if (_referenceFrame == rf) return;
_referenceFrame = rf;
// switch off culling if transform is absolute.
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if (_referenceFrame==RELATIVE_TO_ABSOLUTE) setCullingActive(false);
else setCullingActive(true);
}
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const bool Transform::computeBound() const
{
if (!Group::computeBound()) return false;
// note, NULL pointer for NodeVisitor, so compute's need
// to handle this case gracefully, normally this should not be a problem.
Matrix l2w;
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getLocalToWorldMatrix(l2w,NULL);
Vec3 xdash = _bsphere._center;
xdash.x() += _bsphere._radius;
xdash = xdash*l2w;
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Vec3 ydash = _bsphere._center;
ydash.y() += _bsphere._radius;
ydash = ydash*l2w;
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Vec3 zdash = _bsphere._center;
zdash.y() += _bsphere._radius;
zdash = zdash*l2w;
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_bsphere._center = _bsphere._center*l2w;
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xdash -= _bsphere._center;
float len_xdash = xdash.length();
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ydash -= _bsphere._center;
float len_ydash = ydash.length();
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zdash -= _bsphere._center;
float len_zdash = zdash.length();
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_bsphere._radius = len_xdash;
if (_bsphere._radius<len_ydash) _bsphere._radius = len_ydash;
if (_bsphere._radius<len_zdash) _bsphere._radius = len_zdash;
return true;
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}