OpenSceneGraph/applications/osgconv/OrientationConverter.cpp

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#include <stdio.h>
#include <osg/MatrixTransform>
#include <osgUtil/Optimizer>
#include "OrientationConverter.h"
using namespace osg;
OrientationConverter::OrientationConverter( void )
{
R.makeIdentity();
T.makeIdentity();
_trans_set = false;
S.makeIdentity();
}
void OrientationConverter::setRotation( const Vec3 &from, const Vec3 &to )
{
R = Matrix::rotate( from, to );
}
void OrientationConverter::setRotation( float degrees, const Vec3 &axis )
{
R = Matrix::rotate( osg::DegreesToRadians(degrees), axis );
}
void OrientationConverter::setTranslation( const Vec3 &trans )
{
T = Matrix::translate(trans);
_trans_set = true;
}
void OrientationConverter::setScale( const Vec3 &scale )
{
S = Matrix::scale(scale);
}
Node* OrientationConverter::convert( Node *node )
{
// Order of operations here is :
// 1. Translate to world origin (0,0,0)
// 2. Rotate to new orientation
// 3. Scale in new orientation coordinates
// 4. If an absolute translation was specified then
// - translate to absolute translation in world coordinates
// else
// - translate back to model's original origin.
BoundingSphere bs = node->getBound();
Matrix C = Matrix::translate( -bs.center() );
if( _trans_set == false )
T = Matrix::translate( bs.center() );
osg::Group* root = new osg::Group;
osg::MatrixTransform* transform = new osg::MatrixTransform;
transform->setDataVariance(osg::Object::STATIC);
transform->setMatrix( C * R * S * T );
if (!S.isIdentity())
{
#if !defined(OSG_GLES2_AVAILABLE)
// Add a normalize state. This will be removed if the FlattenStaticTransformsVisitor works
transform->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
#endif
}
root->addChild(transform);
transform->addChild(node);
osgUtil::Optimizer::FlattenStaticTransformsVisitor fstv;
root->accept(fstv);
fstv.removeTransforms(root);
return root->getChild(0);
}