/* -*-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_AUTOTRANSFORM #define OSG_AUTOTRANSFORM 1 #include #include #include #include namespace osg { /** AutoTransform - is Transform the automatically scales or rotates * to keep its children relative to screen space coordinates. */ class SG_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 void accept(NodeVisitor& nv); virtual AutoTransform* asAutoTransform() { return this; } virtual const AutoTransform* asAutoTransform() const { return this; } inline void setPosition(const Vec3& pos) { _position = pos; dirtyBound(); } inline const Vec3& getPosition() const { return _position; } inline void setRotation(const Quat& quat) { _rotation = quat; dirtyBound(); } inline const Quat& getRotation() const { return _rotation; } inline void setScale(float scale) { _scale.set(scale,scale,scale); dirtyBound(); } inline void setScale(const Vec3& scale) { _scale = scale; dirtyBound(); } inline const Vec3& getScale() const { return _scale; } inline void setPivotPoint(const Vec3& pivot) { _pivotPoint = pivot; dirtyBound(); } inline const Vec3& getPivotPoint() const { return _pivotPoint; } void setAutoUpdateEyeMovementTolerance(float tolerance) { _autoUpdateEyeMovementTolerance = tolerance; } float getAutoUpdateEyeMovementTolerance() const { return _autoUpdateEyeMovementTolerance; } void setAutoRotateToScreen(bool autoRotateToScreen) { _autoRotateToScreen = autoRotateToScreen; } bool getAutoRotateToScreen() const { return _autoRotateToScreen; } void setAutoScaleToScreen(bool autoScaleToScreen) { _autoScaleToScreen = autoScaleToScreen; } bool getAutoScaleToScreen() const { return _autoScaleToScreen; } virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const; virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const; protected : virtual ~AutoTransform() {} Vec3 _position; Vec3 _pivotPoint; float _autoUpdateEyeMovementTolerance; bool _autoRotateToScreen; bool _autoScaleToScreen; mutable Quat _rotation; mutable Vec3 _scale; mutable bool _firstTimeToInitEyePoint; mutable osg::Vec3 _previousEyePoint; mutable int _previousWidth; mutable int _previousHeight; void computeMatrix() const; mutable bool _matrixDirty; mutable osg::Matrix _cachedMatrix; }; } #endif