/* -*-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. */ #include #include #include using namespace osg; class TransformVisitor : public NodeVisitor { public: enum CoordMode { WORLD_TO_LOCAL, LOCAL_TO_WORLD }; CoordMode _coordMode; Matrix& _matrix; bool _ignoreCameras; TransformVisitor(Matrix& matrix,CoordMode coordMode, bool ignoreCameras): NodeVisitor(), _coordMode(coordMode), _matrix(matrix), _ignoreCameras(ignoreCameras) {} virtual void apply(Transform& transform) { if (_coordMode==LOCAL_TO_WORLD) { transform.computeLocalToWorldMatrix(_matrix,this); } else // worldToLocal { transform.computeWorldToLocalMatrix(_matrix,this); } } void accumulate(const NodePath& nodePath) { if (nodePath.empty()) return; unsigned int i = 0; if (_ignoreCameras) { // we need to found out the last absolute Camera in NodePath and // set the i index to after it so the final accumulation set ignores it. i = nodePath.size(); NodePath::const_reverse_iterator ritr; for(ritr = nodePath.rbegin(); ritr != nodePath.rend(); ++ritr, --i) { const osg::Camera* camera = dynamic_cast(*ritr); if (camera && (camera->getReferenceFrame()!=osg::Transform::RELATIVE_RF || camera->getParents().empty())) { break; } } } // do the accumulation of the active part of nodepath. for(; i(nodePath[i])->accept(*this); } } }; Matrix osg::computeLocalToWorld(const NodePath& nodePath, bool ignoreCameras) { Matrix matrix; TransformVisitor tv(matrix,TransformVisitor::LOCAL_TO_WORLD,ignoreCameras); tv.accumulate(nodePath); return matrix; } Matrix osg::computeWorldToLocal(const NodePath& nodePath, bool ignoreCameras) { osg::Matrix matrix; TransformVisitor tv(matrix,TransformVisitor::WORLD_TO_LOCAL,ignoreCameras); tv.accumulate(nodePath); return matrix; } Matrix osg::computeLocalToEye(const Matrix& modelview,const NodePath& nodePath, bool ignoreCameras) { Matrix matrix(modelview); TransformVisitor tv(matrix,TransformVisitor::LOCAL_TO_WORLD,ignoreCameras); tv.accumulate(nodePath); return matrix; } Matrix osg::computeEyeToLocal(const Matrix& modelview,const NodePath& nodePath, bool ignoreCameras) { Matrix matrix; matrix.invert(modelview); TransformVisitor tv(matrix,TransformVisitor::WORLD_TO_LOCAL,ignoreCameras); tv.accumulate(nodePath); return matrix; } Transform::Transform() { _referenceFrame = RELATIVE_RF; } Transform::Transform(const Transform& transform,const CopyOp& copyop): Group(transform,copyop), _referenceFrame(transform._referenceFrame) { } Transform::~Transform() { } void Transform::setReferenceFrame(ReferenceFrame rf) { if (_referenceFrame == rf) return; _referenceFrame = rf; // switch off culling if transform is absolute. setCullingActive(_referenceFrame==RELATIVE_RF); } BoundingSphere Transform::computeBound() const { BoundingSphere bsphere = Group::computeBound(); if (!bsphere.valid()) return bsphere; // note, NULL pointer for NodeVisitor, so compute's need // to handle this case gracefully, normally this should not be a problem. Matrix l2w; computeLocalToWorldMatrix(l2w,NULL); Vec3 xdash = bsphere._center; xdash.x() += bsphere._radius; xdash = xdash*l2w; Vec3 ydash = bsphere._center; ydash.y() += bsphere._radius; ydash = ydash*l2w; Vec3 zdash = bsphere._center; zdash.z() += bsphere._radius; zdash = zdash*l2w; bsphere._center = bsphere._center*l2w; xdash -= bsphere._center; float len_xdash = xdash.length(); ydash -= bsphere._center; float len_ydash = ydash.length(); zdash -= bsphere._center; float len_zdash = zdash.length(); bsphere._radius = len_xdash; if (bsphere._radius