/* -*-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 #include #include #include 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(obj)!=NULL; } virtual const char* className() const { return "AutoTransform"; } virtual const char* libraryName() const { return "osg"; } virtual AutoTransform* asAutoTransform() { return this; } virtual const AutoTransform* asAutoTransform() const { return this; } inline void setPosition(const Vec3d& pos) { _position = pos; dirtyBound(); } inline const Vec3d& getPosition() const { return _position; } inline void setRotation(const Quat& quat) { _rotation = quat; dirtyBound(); } inline const Quat& getRotation() const { return _rotation; } inline void setScale(double scale) { setScale(osg::Vec3(scale,scale,scale)); } void setScale(const Vec3d& scale); inline const Vec3d& getScale() const { return _scale; } void setMinimumScale(double minimumScale) { _minimumScale = minimumScale; } double getMinimumScale() const { return _minimumScale; } void setMaximumScale(double maximumScale) { _maximumScale = maximumScale; } double getMaximumScale() const { return _maximumScale; } inline void setPivotPoint(const Vec3d& pivot) { _pivotPoint = pivot; dirtyBound(); } inline const Vec3d& 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, ROTATE_TO_AXIS }; void setAutoRotateMode(AutoRotateMode mode); AutoRotateMode getAutoRotateMode() const { return _autoRotateMode; } /** Set the rotation axis for the AutoTransform's child nodes. * Only utilized when _autoRotateMode==ROTATE_TO_AXIS. */ void setAxis(const Vec3& axis); /** Get the rotation axis. */ inline const Vec3& getAxis() const { return _axis; } /** This normal defines child Nodes' front face direction when unrotated. */ void setNormal(const Vec3& normal); /** Get the front face direction normal. */ inline const Vec3& getNormal() const { return _normal; } void setAutoScaleToScreen(bool autoScaleToScreen); 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; protected : virtual ~AutoTransform() {} Vec3d _position; Vec3d _pivotPoint; double _autoUpdateEyeMovementTolerance; AutoRotateMode _autoRotateMode; bool _autoScaleToScreen; mutable Quat _rotation; mutable Vec3d _scale; double _minimumScale; double _maximumScale; double _autoScaleTransitionWidthRatio; osg::Matrixd computeMatrix(const osg::NodeVisitor* nv) const; enum AxisAligned { AXIAL_ROT_X_AXIS=ROTATE_TO_AXIS+1, AXIAL_ROT_Y_AXIS, AXIAL_ROT_Z_AXIS, CACHE_DIRTY }; Vec3 _axis; Vec3 _normal; // used internally as cache of which what _axis is aligned to help // decide which method of rotation to use. int _cachedMode; Vec3 _side; void updateCache(); }; } #endif