//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield //Distributed under the terms of the GNU Library General Public License (LGPL) //as published by the Free Software Foundation. #ifndef OSG_TRANSFORM #define OSG_TRANSFORM 1 #include #include namespace osg { /** Transform - is group which all children are transformed by the the Transform's osg::Matrix. * Typical uses * of the Transform is for positioning objects within a scene or * producing trackball functionality or for animation. * The Transform node can be customized via the ComputeTransfromCallback which can be * attached to the node, this might be used to convert internal representations of the transformation * into generic osg::Matrix'c which are used during scene grpah traversal, such as CullTraversal and IntersectionTraversal. * Note, if the transformation matrix scales the subgraph then the * normals of the underlying geometry will need to be renormalized to * be unit vectors once more. One can done transparently through OpenGL's * use of either GL_NORMALIZE and GL_SCALE_NORMALIZE modes. Further * background reading see the glNormalize documentation in the OpenGL Reference * Guide (the blue book). To enable it in the OSG, you simple need to * attach a local osg::StateSet to the osg::Transform, and set the appropriate * mode to on via stateset->setMode(GL_NORMALIZE,osg::StateAttribute::ON);. */ class SG_EXPORT Transform : public Group { public : Transform(); /** Copy constructor using CopyOp to manage deep vs shallow copy.*/ Transform(const Transform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY); Transform(const Matrix& matix); META_Node(Transform); /** Range of types that the Transform can be.*/ enum Type { DYNAMIC, STATIC }; /** Set the Transform Type, which can be DYNAMIC - the Matrix * value is updated during the main loop, or STATIC - the Matrix * is constant throughout the life of the main loop. STATIC * Transforms can be optimized away is some instances, which * can improve performance so unless you plan to modify the * Matrix explicitly set the Matrix to STATIC. The default * value is DYNAMIC.*/ inline void setType(Type type) { _type = type; } /** Get the Transform Type.*/ inline const Type getType() const { return _type; } /** Set the matrix mode which tells traversers them how to treat this Transform - as Projection, View or Model transformation.*/ inline void setMatrixMode(MatrixMode mode) { _mode = mode; } /** Get the transform mode.*/ inline const MatrixMode getMatrixMode() const { return _mode; } /** Does the tranform set up the projection matrix.*/ inline const bool isProjectionTransform() const { return _mode==PROJECTION; } /** Does the tranform set up the modelview matrix.*/ inline const bool isModelViewTransform() const { return _mode!=PROJECTION; } /** Callback attached to an Transform to specifiy how to compute the modelview or projection transformation * for the transform below the Transform node.*/ struct ComputeTransformCallback : public osg::Referenced { /** Get the transformation matrix which moves from local coords to world coords.*/ virtual const bool computeLocalToWorldMatrix(Matrix& matrix,const Transform* transform, NodeVisitor* nv) const = 0; /** Get the transformation matrix which moves from world coords to local coords.*/ virtual const bool computeWorldToLocalMatrix(Matrix& matrix,const Transform* transform, NodeVisitor* nv) const = 0; }; friend struct osg::Transform::ComputeTransformCallback; /** Set the ComputerTransfromCallback which allows users to attach custom computation of the local transformation as * seen by cull traversers and alike.*/ void setComputeTransformCallback(ComputeTransformCallback* ctc) { _computeTransformCallback=ctc; dirtyBound(); } /** Get the non const ComputerTransfromCallback.*/ ComputeTransformCallback* getComputeTransformCallback() { return _computeTransformCallback.get(); } /** Get the const ComputerTransfromCallback.*/ const ComputeTransformCallback* getComputeTransformCallback() const { return _computeTransformCallback.get(); } /** Get the transformation matrix which moves from local coords to world coords. * Return true if Matrix passed in has been modified and */ inline const bool getLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const { if (_computeTransformCallback.valid()) return _computeTransformCallback->computeLocalToWorldMatrix(matrix,this,nv); else return computeLocalToWorldMatrix(matrix,nv); } /** Get the transformation matrix which moves from world coords to local coords. * Return true if Matrix passed in has been modified and */ inline const bool getWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const { if (_computeTransformCallback.valid()) return _computeTransformCallback->computeWorldToLocalMatrix(matrix,this,nv); else return computeWorldToLocalMatrix(matrix,nv); } /** Set the transform's matrix.*/ void setMatrix(const Matrix& mat) { (*_matrix) = mat; _inverseDirty=true; computeInverse(); dirtyBound(); } /** Get the transform's matrix. */ inline const Matrix& getMatrix() const { return *_matrix; } /** preMult transform.*/ void preMult(const Matrix& mat) { _matrix->preMult(mat); _inverseDirty=true; computeInverse(); dirtyBound(); } /** postMult transform.*/ void postMult(const Matrix& mat) { _matrix->postMult(mat); _inverseDirty=true; computeInverse(); dirtyBound(); } protected : virtual ~Transform(); /** Override's Group's computeBound. * There is no need to override in subclasses from osg::Transform since this computeBound() uses * the underlying matrix (calling computeMatrix if required.) */ virtual const bool computeBound() const; virtual const bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const { if (_mode==VIEW) { computeInverse(); matrix = *_inverse; return true; } else { matrix = *_matrix; return true; } } virtual const bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const { if (_mode==VIEW) { matrix = *_matrix; return true; } else { computeInverse(); matrix = *_inverse; return true; } } inline void computeInverse() const { if (_inverseDirty) { _inverse->invert(*_matrix); _inverseDirty = false; } } Type _type; MatrixMode _mode; ref_ptr _computeTransformCallback; ref_ptr _matrix; mutable ref_ptr _inverse; mutable bool _inverseDirty; }; } #endif