206 lines
8.6 KiB
C++
206 lines
8.6 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_TRANSFORM
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#define OSG_TRANSFORM 1
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#include <osg/Group>
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#include <osg/Matrix>
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namespace osg {
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/** compute the matrix which transforms objects in local coords to world coords,
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* by accumulating the Transform local to world matrices along the specified node path.*/
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extern SG_EXPORT Matrix computeLocalToWorld(NodePath& nodePath);
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/** compute the matrix which transforms objects in world coords to local coords,
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* by accumulating the Transform world to local matrices along the specified node path.*/
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extern SG_EXPORT Matrix computeWorldToLocal(NodePath& nodePath);
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/** compute the matrix which transforms objects in local coords to world coords,
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* by accumulating the Transform local to world matrices along the specified node path
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* the supplied initialial camera modelview .*/
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extern SG_EXPORT Matrix computeLocalToEye(const Matrix& modelview, NodePath& nodePath);
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/** compute the matrix which transforms objects in world coords to local coords,
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* by accumulating the Transform world to local matrices along the specified node path
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* the inverse of the supplied initialial camera modelview.*/
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extern SG_EXPORT Matrix computeEyeToLocal(const Matrix& modelview, NodePath& nodePath);
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/** A Transform is a group node for which all children are transformed by
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* a 4x4 matrix. It is often used for positioning objects within a scene,
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* producing trackball functionality or for animation.
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*
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* Transform itself does not provide set/get functions, only the interface
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* for defining what the 4x4 transformation is. Subclasses, such as
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* MatrixTransform and PositionAttitudeTransform support the use of an
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* osg::Matrix or a osg::Vec3/osg::Quat resprectively.
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* The Transform node can be customized via the ComputeTransfromCallback
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* which can be attached to the node. This might be used to convert from
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* internal representations of the transformation into generic osg::Matrix
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* objects which are used during scene grpah traversal, such as
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* CullTraversal and IntersectionTraversal.
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*
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* Note: if the transformation matrix scales the subgraph then the normals
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* of the underlying geometry will need to be renormalized to be unit
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* vectors once more. This can be done transparently through OpenGL's
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* use of either GL_NORMALIZE and GL_SCALE_NORMALIZE modes. For further
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* background reading see the glNormalize documentation in the OpenGL
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* Reference Guide (the blue book). To enable it in the OSG, you simply
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* need to attach a local osg::StateSet to the osg::Transform, and set
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* the appropriate mode to ON via
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* stateset->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
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*/
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class SG_EXPORT Transform : public Group
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{
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public :
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Transform();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Transform(const Transform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_Node(osg, Transform);
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virtual Transform* asTransform() { return this; }
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virtual const Transform* asTransform() const { return this; }
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virtual MatrixTransform* asMatrixTransform() { return 0; }
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virtual const MatrixTransform* asMatrixTransform() const { return 0; }
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virtual PositionAttitudeTransform* asPositionAttitudeTransform() { return 0; }
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virtual const PositionAttitudeTransform* asPositionAttitudeTransform() const { return 0; }
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virtual DOFTransform* asDOFTransform() { return 0; }
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virtual const DOFTransform* asDOFTransform() const { return 0; }
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enum ReferenceFrame
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{
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RELATIVE_TO_PARENTS,
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RELATIVE_TO_ABSOLUTE
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};
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/** Set the transform's ReferenceFrame, either to be relative to its
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* parent reference frame, or relative to an absolute coordinate
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* frame. RELATIVE_TO_PARENTS is the default.
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* Note: setting the ReferenceFrame to be RELATIVE_TO_ABSOLUTE will
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* also set the CullingActive flag on the transform, and hence all
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* of its parents, to false, thereby disabling culling of it and
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* all its parents. This is neccessary to prevent inappropriate
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* culling, but may impact cull times if the absolute transform is
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* deep in the scene graph. It is therefore recommend to only use
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* absolute Transforms at the top of the scene, for such things as
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* heads up displays. */
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void setReferenceFrame(ReferenceFrame rf);
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ReferenceFrame getReferenceFrame() const { return _referenceFrame; }
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/** Callback attached to an Transform to specify how to compute the
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* modelview transformation for the transform below the Transform
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* node. */
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struct ComputeTransformCallback : public virtual osg::Referenced
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{
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/** Get the transformation matrix which moves from local coords
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* to world coords.*/
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virtual bool computeLocalToWorldMatrix(Matrix& matrix,const Transform* transform, NodeVisitor* nv) const = 0;
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/** Get the transformation matrix which moves from world coords
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* to local coords.*/
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virtual bool computeWorldToLocalMatrix(Matrix& matrix,const Transform* transform, NodeVisitor* nv) const = 0;
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};
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/** Set the ComputerTransfromCallback which allows users to attach
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* custom computation of the local transformation as seen by cull
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* traversers and the like. */
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void setComputeTransformCallback(ComputeTransformCallback* ctc) { _computeTransformCallback=ctc; dirtyBound(); }
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/** Get the non const ComputerTransfromCallback.*/
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ComputeTransformCallback* getComputeTransformCallback() { return _computeTransformCallback.get(); }
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/** Get the const ComputerTransfromCallback.*/
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const ComputeTransformCallback* getComputeTransformCallback() const { return _computeTransformCallback.get(); }
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/** Get the transformation matrix which moves from local coords to
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* world coords.
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* Returns true if the Matrix passed in has been updated. */
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inline bool getLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const
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{
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if (_computeTransformCallback.valid())
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return _computeTransformCallback->computeLocalToWorldMatrix(matrix,this,nv);
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else
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return computeLocalToWorldMatrix(matrix,nv);
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}
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/** Get the transformation matrix which moves from world coords to
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* local coords.
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* Return true if the Matrix passed in has been updated. */
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inline bool getWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const
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{
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if (_computeTransformCallback.valid())
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return _computeTransformCallback->computeWorldToLocalMatrix(matrix,this,nv);
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else
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return computeWorldToLocalMatrix(matrix,nv);
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}
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virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const
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{
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if (_referenceFrame==RELATIVE_TO_PARENTS)
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{
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return false;
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}
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else // absolute
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{
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matrix.makeIdentity();
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return true;
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}
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}
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virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const
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{
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if (_referenceFrame==RELATIVE_TO_PARENTS)
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{
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return false;
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}
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else // absolute
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{
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matrix.makeIdentity();
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return true;
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}
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}
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protected :
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virtual ~Transform();
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/** Overrides Group's computeBound.
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* There is no need to override in subclasses from osg::Transform
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* since this computeBound() uses the underlying matrix (calling
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* computeMatrix if required.) */
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virtual bool computeBound() const;
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ref_ptr<ComputeTransformCallback> _computeTransformCallback;
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ReferenceFrame _referenceFrame;
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};
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}
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#endif
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