OpenSceneGraph/include/osg/MatrixTransform

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//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 <osg/Transform>
#include <osg/AnimationPath>
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 const bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const
{
if (_referenceFrame==RELATIVE_TO_PARENTS)
{
matrix.preMult(*_matrix);
}
else // absolute
{
matrix = *_matrix;
}
return true;
}
virtual const 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> _animationPath;
double _firstTime;
};
protected :
virtual ~MatrixTransform();
ref_ptr<Matrix> _matrix;
mutable ref_ptr<Matrix> _inverse;
mutable bool _inverseDirty;
};
}
#endif