#include using namespace osg; MatrixTransform::MatrixTransform(): _inverseDirty(false) { _matrix = osgNew Matrix; _inverse = osgNew Matrix; } MatrixTransform::MatrixTransform(const MatrixTransform& transform,const CopyOp& copyop): Transform(transform,copyop), _matrix(osgNew Matrix(*transform._matrix)), _inverse(osgNew Matrix(*transform._inverse)), _inverseDirty(transform._inverseDirty) { } MatrixTransform::MatrixTransform(const Matrix& mat ) { _referenceFrame = RELATIVE_TO_PARENTS; _matrix = osgNew Matrix(mat); _inverse = osgNew Matrix(); _inverseDirty = false; } MatrixTransform::~MatrixTransform() { } void MatrixTransform::AnimationPathCallback::operator()(Node* node, NodeVisitor* nv) { MatrixTransform* mt = dynamic_cast(node); if (mt && _animationPath.valid() && nv->getVisitorType()==NodeVisitor::APP_VISITOR && nv->getFrameStamp()) { double time = nv->getFrameStamp()->getReferenceTime(); if (_firstTime==0.0) _firstTime = time; Matrix matrix; if (_animationPath->getMatrix(time-_firstTime,matrix)) { mt->setMatrix(matrix); } } }