3579506fa8
the previous setAutoRotateToScreen(). Added support for ROTATE_TO_CAMERA mode. Cleaned up the autotransform demo to use a sensible number of labels
140 lines
4.7 KiB
C++
140 lines
4.7 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_AUTOTRANSFORM
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#define OSG_AUTOTRANSFORM 1
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#include <osg/Group>
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#include <osg/Transform>
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#include <osg/Quat>
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namespace osg {
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/** AutoTransform - is Transform the automatically scales or rotates
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* to keep its children relative to screen space coordinates.
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*/
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class SG_EXPORT AutoTransform : public Transform
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{
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public :
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AutoTransform();
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AutoTransform(const AutoTransform& pat,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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virtual osg::Object* cloneType() const { return new AutoTransform (); }
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virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new AutoTransform (*this,copyop); }
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virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const AutoTransform *>(obj)!=NULL; }
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virtual const char* className() const { return "AutoTransform"; }
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virtual const char* libraryName() const { return "osg"; }
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virtual void accept(NodeVisitor& nv);
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virtual AutoTransform* asAutoTransform() { return this; }
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virtual const AutoTransform* asAutoTransform() const { return this; }
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inline void setPosition(const Vec3& pos) { _position = pos; _matrixDirty=true; dirtyBound(); }
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inline const Vec3& getPosition() const { return _position; }
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inline void setRotation(const Quat& quat) { _rotation = quat; _matrixDirty=true; dirtyBound(); }
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inline const Quat& getRotation() const { return _rotation; }
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inline void setScale(float scale) { _scale.set(scale,scale,scale); _matrixDirty=true; dirtyBound(); }
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inline void setScale(const Vec3& scale) { _scale = scale; dirtyBound(); }
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inline const Vec3& getScale() const { return _scale; }
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inline void setPivotPoint(const Vec3& pivot) { _pivotPoint = pivot; _matrixDirty=true; dirtyBound(); }
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inline const Vec3& getPivotPoint() const { return _pivotPoint; }
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void setAutoUpdateEyeMovementTolerance(float tolerance) { _autoUpdateEyeMovementTolerance = tolerance; }
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float getAutoUpdateEyeMovementTolerance() const { return _autoUpdateEyeMovementTolerance; }
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enum AutoRotateMode
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{
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NO_ROTATION,
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ROTATE_TO_SCREEN,
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ROTATE_TO_CAMERA
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};
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void setAutoRotateMode(AutoRotateMode mode) { _autoRotateMode = mode; }
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AutoRotateMode getAutoRotateMode() const { return _autoRotateMode; }
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#ifdef USE_DEPRECATED_API
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void setAutoRotateToScreen(bool autoRotateToScreen)
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{
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setAutoRotateMode(autoRotateToScreen?ROTATE_TO_SCREEN:NO_ROTATION);
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}
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bool getAutoRotateToCamera() const { return _autoRotateMode==ROTATE_TO_SCREEN; }
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void setAutoRotateToCamera(bool autoRotateToCamera)
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{
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setAutoRotateMode(autoRotateToScreen?ROTATE_TO_CAMERA:NO_ROTATION);
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}
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bool getAutoRotateToCamera() const { return _autoRotateMode==ROTATE_TO_SCREEN; }
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#endif
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void setAutoScaleToScreen(bool autoScaleToScreen) { _autoScaleToScreen = autoScaleToScreen; _matrixDirty=true; }
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bool getAutoScaleToScreen() const { return _autoScaleToScreen; }
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virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const;
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virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const;
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protected :
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virtual ~AutoTransform() {}
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Vec3 _position;
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Vec3 _pivotPoint;
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float _autoUpdateEyeMovementTolerance;
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AutoRotateMode _autoRotateMode;
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bool _autoScaleToScreen;
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mutable Quat _rotation;
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mutable Vec3 _scale;
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mutable bool _firstTimeToInitEyePoint;
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mutable osg::Vec3 _previousEyePoint;
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mutable int _previousWidth;
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mutable int _previousHeight;
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mutable osg::Matrix _previousProjection;
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mutable osg::Vec3 _previousPosition;
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void computeMatrix() const;
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mutable bool _matrixDirty;
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mutable osg::Matrix _cachedMatrix;
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};
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}
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#endif
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