//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield //Distributed under the terms of the GNU Library General Public License (LGPL) //as published by the Free Software Foundation. #ifndef OSG_MATRIXTRANSFORM #define OSG_MATRIXTRANSFORM 1 #include #include namespace osg { /** MatrixTransform - is a subclass of Transform which has an osg::Matrix * which represent a 4x4 transformation of its children from local cordinates * into the Transform's parent coordinates. */ class SG_EXPORT MatrixTransform : public Transform { public : MatrixTransform(); /** Copy constructor using CopyOp to manage deep vs shallow copy.*/ MatrixTransform(const MatrixTransform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY); MatrixTransform(const Matrix& matix); META_Node(osg, MatrixTransform); /** Set the transform's matrix.*/ void setMatrix(const Matrix& mat) { (*_matrix) = mat; _inverseDirty=true; dirtyBound(); } /** Get the matrix. */ inline const Matrix& getMatrix() const { return *_matrix; } /** pre multiply the transforms matrix.*/ void preMult(const Matrix& mat) { _matrix->preMult(mat); _inverseDirty=true; dirtyBound(); } /** post multiply the transforms matrix.*/ void postMult(const Matrix& mat) { _matrix->postMult(mat); _inverseDirty=true; dirtyBound(); } /** Get the inverse matrix. */ inline const Matrix& getInverseMatrix() const { if (_inverseDirty) { _inverse->invert(*_matrix); _inverseDirty = false; } return *_inverse; } virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const { if (_referenceFrame==RELATIVE_TO_PARENTS) { matrix.preMult(*_matrix); } else // absolute { matrix = *_matrix; } return true; } virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const { const Matrix& inverse = getInverseMatrix(); if (_referenceFrame==RELATIVE_TO_PARENTS) { matrix.postMult(inverse); } else // absolute { matrix = inverse; } return true; } /** Callback which can be attached to a MatrixTransform as an app * callback to allow it to follow the path defined by a AnimationPath.*/ class SG_EXPORT AnimationPathCallback : public NodeCallback { public: AnimationPathCallback(AnimationPath* ap): _animationPath(ap), _firstTime(0.0) {} /** implements the callback*/ virtual void operator()(Node* node, NodeVisitor* nv); ref_ptr _animationPath; double _firstTime; }; protected : virtual ~MatrixTransform(); ref_ptr _matrix; mutable ref_ptr _inverse; mutable bool _inverseDirty; }; } #endif