OpenSceneGraph/src/osg/MatrixTransform.cpp

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#include <osg/MatrixTransform>
using namespace osg;
MatrixTransform::MatrixTransform():
_inverseDirty(false)
{
_matrix = osgNew Matrix;
_inverse = osgNew Matrix;
}
MatrixTransform::MatrixTransform(const MatrixTransform& transform,const CopyOp& copyop):
Transform(transform,copyop),
_matrix(osgNew Matrix(*transform._matrix)),
_inverse(osgNew Matrix(*transform._inverse)),
_inverseDirty(transform._inverseDirty)
{
}
MatrixTransform::MatrixTransform(const Matrix& mat )
{
_referenceFrame = RELATIVE_TO_PARENTS;
_matrix = osgNew Matrix(mat);
_inverse = osgNew Matrix();
_inverseDirty = false;
}
MatrixTransform::~MatrixTransform()
{
}
void MatrixTransform::AnimationPathCallback::operator()(Node* node, NodeVisitor* nv)
{
MatrixTransform* mt = dynamic_cast<MatrixTransform*>(node);
if (mt &&
_animationPath.valid() &&
nv->getVisitorType()==NodeVisitor::APP_VISITOR &&
nv->getFrameStamp())
{
double time = nv->getFrameStamp()->getReferenceTime();
if (_firstTime==0.0) _firstTime = time;
Matrix matrix;
if (_animationPath->getMatrix(((time-_firstTime)-_timeOffset)*_timeMultiplier,matrix))
{
mt->setMatrix(matrix);
}
}
// must call any nested node callbacks and continue subgraph traversal.
traverse(node,nv);
}