/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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. */ #include #include using namespace osg; AutoTransform::AutoTransform(): _autoUpdateEyeMovementTolerance(0.0f), _autoRotateMode(NO_ROTATION), _autoScaleToScreen(false), _scale(1.0f,1.0f,1.0f), _firstTimeToInitEyePoint(true), _matrixDirty(true) { // setNumChildrenRequiringUpdateTraversal(1); } AutoTransform::AutoTransform(const AutoTransform& pat,const CopyOp& copyop): Transform(pat,copyop), _position(pat._position), _pivotPoint(pat._pivotPoint), _autoUpdateEyeMovementTolerance(pat._autoUpdateEyeMovementTolerance), _autoRotateMode(pat._autoRotateMode), _autoScaleToScreen(pat._autoScaleToScreen), _rotation(pat._rotation), _scale(pat._scale), _firstTimeToInitEyePoint(true), _matrixDirty(true) { // setNumChildrenRequiringUpdateTraversal(getNumChildrenRequiringUpdateTraversal()+1); } bool AutoTransform::computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const { if (_matrixDirty) computeMatrix(); if (_referenceFrame==RELATIVE_RF) { matrix.preMult(_cachedMatrix); } else // absolute { matrix = _cachedMatrix; } return true; } bool AutoTransform::computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const { if (_referenceFrame==RELATIVE_RF) { matrix.postMult(osg::Matrix::translate(-_position)* osg::Matrix::rotate(_rotation.inverse())* osg::Matrix::scale(1.0f/_scale.x(),1.0f/_scale.y(),1.0f/_scale.z())* osg::Matrix::translate(_pivotPoint)); } else // absolute { matrix = osg::Matrix::translate(-_position)* osg::Matrix::rotate(_rotation.inverse())* osg::Matrix::scale(1.0f/_scale.x(),1.0f/_scale.y(),1.0f/_scale.z())* osg::Matrix::translate(_pivotPoint); } return true; } void AutoTransform::computeMatrix() const { if (!_matrixDirty) return; _cachedMatrix.set(osg::Matrix::translate(-_pivotPoint)* osg::Matrix::scale(_scale)* osg::Matrix::rotate(_rotation)* osg::Matrix::translate(_position)); _matrixDirty = false; } void AutoTransform::accept(NodeVisitor& nv) { // if app traversal update the frame count. if (nv.getVisitorType()==NodeVisitor::UPDATE_VISITOR) { } else if (nv.getVisitorType()==NodeVisitor::CULL_VISITOR) { CullStack* cs = dynamic_cast(&nv); if (cs) { int width = _previousWidth; int height = _previousHeight; osg::Viewport* viewport = cs->getViewport(); if (viewport) { width = viewport->width(); height = viewport->height(); } osg::Vec3 eyePoint = cs->getEyeLocal(); osg::Vec3 localUp = cs->getUpLocal(); osg::Vec3 position = getPosition(); const osg::Matrix& projection = cs->getProjectionMatrix(); bool doUpdate = _firstTimeToInitEyePoint; if (!_firstTimeToInitEyePoint) { osg::Vec3 dv = _previousEyePoint-eyePoint; if (dv.length2()>getAutoUpdateEyeMovementTolerance()*(eyePoint-getPosition()).length2()) { doUpdate = true; } osg::Vec3 dupv = _previousLocalUp-localUp; // rotating the camera only affects ROTATE_TO_* if (_autoRotateMode && dupv.length2()>getAutoUpdateEyeMovementTolerance()) { doUpdate = true; } else if (width!=_previousWidth || height!=_previousHeight) { doUpdate = true; } else if (projection != _previousProjection) { doUpdate = true; } else if (position != _previousPosition) { doUpdate = true; } } _firstTimeToInitEyePoint = false; if (doUpdate) { if (getAutoScaleToScreen()) { float size = 1.0f/cs->pixelSize(getPosition(),0.48f); setScale(size); } if (_autoRotateMode==ROTATE_TO_SCREEN) { osg::Quat rotation; cs->getModelViewMatrix().get(rotation); setRotation(rotation.inverse()); } else if (_autoRotateMode==ROTATE_TO_CAMERA) { osg::Vec3 PosToEye = _position - eyePoint; osg::Matrix lookto = osg::Matrix::lookAt( osg::Vec3(0,0,0), PosToEye, localUp); Quat q; q.set(osg::Matrix::inverse(lookto)); setRotation(q); } _previousEyePoint = eyePoint; _previousLocalUp = localUp; _previousWidth = width; _previousHeight = height; _previousProjection = projection; _previousPosition = position; _matrixDirty = true; } } } // now do the proper accept Transform::accept(nv); }