OpenSceneGraph/src/osg/Transform.cpp

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#include <osg/Transform>
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using namespace osg;
Transform::Transform()
{
_type = DYNAMIC;
_matrix = new Matrix;
_matrix->makeIdentity();
_matrixDirty = false;
_inverse = new Matrix;
_inverse->makeIdentity();
_inverseDirty = false;
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}
Transform::Transform(const Matrix& mat )
{
_type = DYNAMIC;
_matrix = new Matrix(mat);
_matrixDirty = false;
_inverseDirty = true; // will neeed to recompute.
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}
Transform::~Transform()
{
}
const bool Transform::computeBound() const
{
if (!Group::computeBound()) return false;
if (_matrixDirty) computeMatrix();
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Vec3 xdash = _bsphere._center;
xdash.x() += _bsphere._radius;
xdash = xdash*(*_matrix);
Vec3 ydash = _bsphere._center;
ydash.y() += _bsphere._radius;
ydash = ydash*(*_matrix);
Vec3 zdash = _bsphere._center;
zdash.y() += _bsphere._radius;
zdash = zdash*(*_matrix);
_bsphere._center = _bsphere._center*(*_matrix);
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;
}