OpenSceneGraph/include/osg/Transform
2002-06-06 13:25:36 +00:00

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//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 <osg/Group>
#include <osg/Matrix>
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.
* The Transform node can be customized via the ComputeTransfromCallback which can be
* attached to the node, this might be used to convert internal representations of the transformation
* into generic osg::Matrix'c which are used during scene grpah traversal, such as CullTraversal and IntersectionTraversal.
* 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();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Transform(const Transform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
Transform(const Matrix& matix);
META_Node(osg, Transform);
enum ReferenceFrame
{
RELATIVE_TO_PARENTS,
RELATIVE_TO_ABSOLUTE
};
/** Set the transform's ReferenceFrame, either to be realtive to its parent reference frame,
* or relative to an absolute coordinate frame. RELATIVE_TO_PARENTS is the default.
* Note, setting the RefrenceFrame to be RELATIVE_TO_ABSOLUTE will also set the CullingActive flag on the
* transform, and hence all its parents, to false, therby disabling culling of it and all its
* parents. This is neccessary to prevent inappropriate culling, but may impact of cull times
* if the absolute transform is deep in the scene graph, it is therefore recommend to only use
* abolsoute Transforms at the top of the scene, for such things as headlight LightSource's or
* Head up displays.*/
void setReferenceFrame(ReferenceFrame rf);
const ReferenceFrame getReferenceFrame() const { return _referenceFrame; }
/** Callback attached to an Transform to specifiy how to compute the modelview transformation
* for the transform below the Transform node.*/
struct ComputeTransformCallback : public osg::Referenced
{
/** Get the transformation matrix which moves from local coords to world coords.*/
virtual const bool computeLocalToWorldMatrix(Matrix& matrix,const Transform* transform, NodeVisitor* nv) const = 0;
/** Get the transformation matrix which moves from world coords to local coords.*/
virtual const bool computeWorldToLocalMatrix(Matrix& matrix,const Transform* transform, NodeVisitor* nv) const = 0;
};
/** Set the ComputerTransfromCallback which allows users to attach custom computation of the local transformation as
* seen by cull traversers and alike.*/
void setComputeTransformCallback(ComputeTransformCallback* ctc) { _computeTransformCallback=ctc; dirtyBound(); }
/** Get the non const ComputerTransfromCallback.*/
ComputeTransformCallback* getComputeTransformCallback() { return _computeTransformCallback.get(); }
/** Get the const ComputerTransfromCallback.*/
const ComputeTransformCallback* getComputeTransformCallback() const { return _computeTransformCallback.get(); }
/** Get the transformation matrix which moves from local coords to world coords.
* Return true if Matrix passed in has been modified and */
inline const bool getLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const
{
if (_computeTransformCallback.valid())
return _computeTransformCallback->computeLocalToWorldMatrix(matrix,this,nv);
else
return computeLocalToWorldMatrix(matrix,nv);
}
/** Get the transformation matrix which moves from world coords to local coords.
* Return true if Matrix passed in has been modified and */
inline const bool getWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const
{
if (_computeTransformCallback.valid())
return _computeTransformCallback->computeWorldToLocalMatrix(matrix,this,nv);
else
return computeWorldToLocalMatrix(matrix,nv);
}
/** Set the transform's matrix.*/
void setMatrix(const Matrix& mat) { (*_matrix) = mat; _inverseDirty=true; computeInverse(); dirtyBound(); }
/** Get the transform's matrix. */
inline const Matrix& getMatrix() const { return *_matrix; }
/** preMult transform.*/
void preMult(const Matrix& mat) { _matrix->preMult(mat); _inverseDirty=true; computeInverse(); dirtyBound(); }
/** postMult transform.*/
void postMult(const Matrix& mat) { _matrix->postMult(mat); _inverseDirty=true; computeInverse(); dirtyBound(); }
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
{
if (_referenceFrame==RELATIVE_TO_PARENTS)
{
matrix.postMult(*_inverse);
}
else // absolute
{
matrix = *_inverse;
}
return true;
}
protected :
virtual ~Transform();
/** Override's Group's computeBound.
* There is no need to override in subclasses from osg::Transform since this computeBound() uses
* the underlying matrix (calling computeMatrix if required.) */
virtual const bool computeBound() const;
inline void computeInverse() const
{
if (_inverseDirty)
{
_inverse->invert(*_matrix);
_inverseDirty = false;
}
}
ref_ptr<ComputeTransformCallback> _computeTransformCallback;
ReferenceFrame _referenceFrame;
ref_ptr<Matrix> _matrix;
mutable ref_ptr<Matrix> _inverse;
mutable bool _inverseDirty;
};
}
#endif