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;
_matrix = new Matrix;
_inverse = new Matrix;
_inverseDirty = false;
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}
Transform::Transform(const Transform& transform,const CopyOp& copyop):
Group(transform,copyop),
_type(transform._type),
_mode(transform._mode),
_computeTransformCallback(_computeTransformCallback),
_matrix(new Matrix(*transform._matrix)),
_inverse(new Matrix(*transform._inverse)),
_inverseDirty(transform._inverseDirty)
{
}
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Transform::Transform(const Matrix& mat )
{
_type = DYNAMIC;
_mode = MODEL;
_matrix = new Matrix(mat);
_inverse = new Matrix();
_inverseDirty = false;
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}
Transform::~Transform()
{
}
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;
if (_mode!=PROJECTION && getLocalToWorldMatrix(l2w,NULL))
{
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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;
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return true;
}
else
{
_bsphere.init();
return false;
}
}