OpenSceneGraph/include/osg/AutoTransform

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_AUTOTRANSFORM
#define OSG_AUTOTRANSFORM 1
#include <osg/Group>
#include <osg/Transform>
#include <osg/Quat>
#include <osg/Viewport>
namespace osg {
/** AutoTransform is a derived form of Transform that automatically
* scales or rotates to keep its children aligned with screen coordinates.
*/
class OSG_EXPORT AutoTransform : public Transform
{
public :
AutoTransform();
AutoTransform(const AutoTransform& pat,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
virtual osg::Object* cloneType() const { return new AutoTransform (); }
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new AutoTransform (*this,copyop); }
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const AutoTransform *>(obj)!=NULL; }
virtual const char* className() const { return "AutoTransform"; }
virtual const char* libraryName() const { return "osg"; }
virtual void accept(NodeVisitor& nv);
virtual AutoTransform* asAutoTransform() { return this; }
virtual const AutoTransform* asAutoTransform() const { return this; }
inline void setPosition(const Vec3& pos) { _position = pos; _matrixDirty=true; dirtyBound(); }
inline const Vec3& getPosition() const { return _position; }
inline void setRotation(const Quat& quat) { _rotation = quat; _matrixDirty=true; dirtyBound(); }
inline const Quat& getRotation() const { return _rotation; }
inline void setScale(float scale) { setScale(osg::Vec3(scale,scale,scale)); }
void setScale(const Vec3& scale);
inline const Vec3& getScale() const { return _scale; }
void setMinimumScale(float minimumScale) { _minimumScale = minimumScale; }
float getMinimumScale() const { return _minimumScale; }
void setMaximumScale(float maximumScale) { _maximumScale = maximumScale; }
float getMaximumScale() const { return _maximumScale; }
inline void setPivotPoint(const Vec3& pivot) { _pivotPoint = pivot; _matrixDirty=true; dirtyBound(); }
inline const Vec3& getPivotPoint() const { return _pivotPoint; }
void setAutoUpdateEyeMovementTolerance(float tolerance) { _autoUpdateEyeMovementTolerance = tolerance; }
float getAutoUpdateEyeMovementTolerance() const { return _autoUpdateEyeMovementTolerance; }
enum AutoRotateMode
{
NO_ROTATION,
ROTATE_TO_SCREEN,
ROTATE_TO_CAMERA
};
void setAutoRotateMode(AutoRotateMode mode) { _autoRotateMode = mode; _firstTimeToInitEyePoint = true; }
AutoRotateMode getAutoRotateMode() const { return _autoRotateMode; }
void setAutoScaleToScreen(bool autoScaleToScreen) { _autoScaleToScreen = autoScaleToScreen; _matrixDirty=true; }
bool getAutoScaleToScreen() const { return _autoScaleToScreen; }
void setAutoScaleTransitionWidthRatio(float ratio) { _autoScaleTransitionWidthRatio = ratio; }
float getAutoScaleTransitionWidthRatio() const { return _autoScaleTransitionWidthRatio; }
virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const;
virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const;
virtual BoundingSphere computeBound() const;
protected :
virtual ~AutoTransform() {}
Vec3 _position;
Vec3 _pivotPoint;
float _autoUpdateEyeMovementTolerance;
AutoRotateMode _autoRotateMode;
bool _autoScaleToScreen;
mutable Quat _rotation;
mutable Vec3 _scale;
mutable bool _firstTimeToInitEyePoint;
mutable osg::Vec3 _previousEyePoint;
mutable osg::Vec3 _previousLocalUp;
mutable Viewport::value_type _previousWidth;
mutable Viewport::value_type _previousHeight;
mutable osg::Matrix _previousProjection;
mutable osg::Vec3 _previousPosition;
float _minimumScale;
float _maximumScale;
float _autoScaleTransitionWidthRatio;
void computeMatrix() const;
mutable bool _matrixDirty;
mutable osg::Matrix _cachedMatrix;
};
}
#endif