OpenSceneGraph/src/osg/Transform.cpp

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#include <osg/Transform>
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using namespace osg;
Transform::Transform()
{
_type = DYNAMIC;
_mode = MODEL;
_localToWorld = new Matrix;
_localToWorld->makeIdentity();
_localToWorldDirty = false;
_worldToLocal = new Matrix;
_worldToLocal->makeIdentity();
_worldToLocalDirty = false;
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}
Transform::Transform(const Transform& transform,const Cloner& cloner):
Group(transform,cloner),
_type(transform._type),
_mode(transform._mode),
_localToWorldDirty(transform._localToWorldDirty),
_localToWorld(transform._localToWorld),
_worldToLocalDirty(transform._worldToLocalDirty),
_worldToLocal(transform._localToWorld)
{
}
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Transform::Transform(const Matrix& mat )
{
_type = DYNAMIC;
_mode = MODEL;
_localToWorld = new Matrix(mat);
_localToWorldDirty = false;
_worldToLocal = new Matrix;
_worldToLocalDirty = true;
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}
Transform::~Transform()
{
}
void Transform::setMatrix(const Matrix& mat )
{
if (_mode==MODEL)
{
(*_localToWorld) = mat;
_localToWorldDirty = false;
_worldToLocalDirty = true;
}
else
{
(*_worldToLocal) = mat;
_worldToLocalDirty = false;
_localToWorldDirty = true;
}
dirtyBound();
}
/** preMult transform.*/
void Transform::preMult( const Matrix& mat )
{
if (_mode==MODEL)
{
_localToWorld->preMult(mat);
_localToWorldDirty = false;
_worldToLocalDirty = true;
}
else
{
_worldToLocal->preMult(mat);
_worldToLocalDirty = false;
_localToWorldDirty = true;
}
dirtyBound();
}
/** postMult transform.*/
void Transform::postMult( const Matrix& mat )
{
if (_mode==MODEL)
{
_localToWorld->postMult(mat);
_localToWorldDirty = false;
_worldToLocalDirty = true;
}
else
{
_worldToLocal->postMult(mat);
_worldToLocalDirty = false;
_localToWorldDirty = true;
}
dirtyBound();
}
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const bool Transform::computeBound() const
{
if (!Group::computeBound()) return false;
if (_localToWorldDirty) computeLocalToWorld();
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Vec3 xdash = _bsphere._center;
xdash.x() += _bsphere._radius;
xdash = xdash*(*_localToWorld);
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Vec3 ydash = _bsphere._center;
ydash.y() += _bsphere._radius;
ydash = ydash*(*_localToWorld);
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Vec3 zdash = _bsphere._center;
zdash.y() += _bsphere._radius;
zdash = zdash*(*_localToWorld);
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_bsphere._center = _bsphere._center*(*_localToWorld);
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xdash -= _bsphere._center;
float len_xdash = xdash.length();
ydash -= _bsphere._center;
float len_ydash = ydash.length();
zdash -= _bsphere._center;
float len_zdash = zdash.length();
_bsphere._radius = len_xdash;
if (_bsphere._radius<len_ydash) _bsphere._radius = len_ydash;
if (_bsphere._radius<len_zdash) _bsphere._radius = len_zdash;
return true;
}
void Transform::computeLocalToWorld() const
{
if (_localToWorldDirty)
{
if (_mode==VIEW)
{
_localToWorld->invert(*_worldToLocal);
}
_localToWorldDirty = false;
}
}
void Transform::computeWorldToLocal() const
{
if (_worldToLocalDirty)
{
if (_mode==MODEL)
{
_worldToLocal->invert(*_localToWorld);
}
_worldToLocalDirty = false;
}
}