/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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_POSITIONATTITIDETRANSFORM #define OSG_POSITIONATTITIDETRANSFORM 1 #include #include #include #include #include namespace osg { /** PositionAttitideTransform - is Transform the set the coordinates transform up via a Vec3 position and Quat attitude. */ class SG_EXPORT PositionAttitudeTransform : public Transform { public : PositionAttitudeTransform(); PositionAttitudeTransform(const PositionAttitudeTransform& pat,const CopyOp& copyop=CopyOp::SHALLOW_COPY): Transform(pat,copyop), _position(pat._position), _attitude(pat._attitude), _scale(pat._scale), _pivotPoint(pat._pivotPoint) {} META_Node(osg, PositionAttitudeTransform); virtual PositionAttitudeTransform* asPositionAttitudeTransform() { return this; } virtual const PositionAttitudeTransform* asPositionAttitudeTransform() const { return this; } inline void setPosition(const Vec3d& pos) { _position = pos; dirtyBound(); } inline const Vec3d& getPosition() const { return _position; } inline void setAttitude(const Quat& quat) { _attitude = quat; dirtyBound(); } inline const Quat& getAttitude() const { return _attitude; } inline void setScale(const Vec3d& scale) { _scale = scale; dirtyBound(); } inline const Vec3d& getScale() const { return _scale; } inline void setPivotPoint(const Vec3d& pivot) { _pivotPoint = pivot; dirtyBound(); } inline const Vec3d& getPivotPoint() const { return _pivotPoint; } virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const; virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const; protected : virtual ~PositionAttitudeTransform() {} Vec3d _position; Quat _attitude; Vec3d _scale; Vec3d _pivotPoint; }; } #endif