//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. * 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(); Transform(const Matrix& matix); META_Node(Transform); /** Range of type 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; } inline const Matrix& getMatrix() const { return *_matrix; } inline void setMatrix(const Matrix& mat ) { (*_matrix) = mat; dirtyBound(); } /** preMult trasforms relative to the childrens coordinate system.*/ inline void preMult( const Matrix& mat ) { (*_matrix) = mat * (*_matrix); dirtyBound(); } /** postMult trasforms relative to the parents coordinate system.*/ inline void postMult( const Matrix& mat ) { (*_matrix) = (*_matrix) * mat; dirtyBound(); } protected : virtual ~Transform(); virtual const bool computeBound() const; Type _type; ref_ptr _matrix; }; }; #endif