280 lines
15 KiB
HTML
280 lines
15 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<TITLE>class SG_EXPORT osg::Transform</TITLE>
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<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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<BODY BGCOLOR="#ffffff">
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Transform</A></H2></H2><BLOCKQUOTE>A Transform is a group node for which all children are transformed by a 4x4 matrix.</BLOCKQUOTE>
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<HR>
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<H2>Inheritance:</H2>
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<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=185>
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<param name=classes value="MNode,M,CGroup,MGroup.html,CTransform,MTransform.html,CPositionAttitudeTransform,MPositionAttitudeTransform.html,CMatrixTransform,MMatrixTransform.html,CDOFTransform,MDOFTransform.html">
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<param name=before value="M,M,M,M|_,MR_,Mr_">
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<param name=after value="Md_SP,Md_,M,M,M,M">
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<param name=indent value="0,1,2,2,2,2">
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<param name=arrowdir value="down">
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</APPLET>
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<HR>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.142.1">Transform</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.142.2">Transform</A></B>(const <!1><A HREF="Transform.html#DOC.2.142.2">Transform</A>&, const <!1><A HREF="CopyOp.html">CopyOp</A>& copyop=CopyOp::SHALLOW_COPY)
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<DD><I>Copy constructor using CopyOp to manage deep vs shallow copy</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.142.3">META_Node</A></B>(<!1><A HREF="osg.html">osg</A>, <!1><A HREF="Transform.html">Transform</A>)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.142.5">setReferenceFrame</A></B>(<!1><A HREF="Transform.html#DOC.2.142.4">ReferenceFrame</A> rf)
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<DD><I>Set the transform's ReferenceFrame, either to be relative to its parent reference frame, or relative to an absolute coordinate frame.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Transform.html#DOC.2.142.4">ReferenceFrame</A> <B><A HREF="#DOC.2.142.6">getReferenceFrame</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.142.8">setComputeTransformCallback</A></B>(<!1><A HREF="Transform.html#DOC.2.142.7">ComputeTransformCallback</A>* ctc)
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<DD><I>Set the ComputerTransfromCallback which allows users to attach custom computation of the local transformation as seen by cull traversers and the like.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Transform.html#DOC.2.142.7">ComputeTransformCallback</A>* <B><A HREF="#DOC.2.142.9">getComputeTransformCallback</A></B>()
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<DD><I>Get the non const ComputerTransfromCallback</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Transform.html#DOC.2.142.7">ComputeTransformCallback</A>* <B><A HREF="#DOC.2.142.10">getComputeTransformCallback</A></B>() const
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<DD><I>Get the const ComputerTransfromCallback</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.142.11">getLocalToWorldMatrix</A></B>(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const
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<DD><I>Get the transformation matrix which moves from local coords to world coords.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.142.12">getWorldToLocalMatrix</A></B>(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const
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<DD><I>Get the transformation matrix which moves from world coords to local coords.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.142.13">computeLocalToWorldMatrix</A></B>(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.142.14">computeWorldToLocalMatrix</A></B>(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const
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</DL></P>
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<P><DL>
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<DT><H3>Public Members</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.142.4">ReferenceFrame</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>struct <B><A HREF="#DOC.2.142.7">ComputeTransformCallback</A></B>: public <!1><A HREF="Referenced.html">osg::Referenced</A>
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<DD><I>Callback attached to an Transform to specify how to compute the modelview transformation for the transform below the Transform node.</I>
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</DL></P>
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<P><DL>
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<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Transform.html#DOC.2.142.7">ComputeTransformCallback</A>> <B><A HREF="#DOC.2.142.17">_computeTransformCallback</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Transform.html#DOC.2.142.4">ReferenceFrame</A> <B><A HREF="#DOC.2.142.18">_referenceFrame</A></B>
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</DL></P>
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<P><DL>
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<DT><H3>Protected Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.142.15">~Transform</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.142.16">computeBound</A></B>() const
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<DD><I>Overrides Group's computeBound.</I>
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</DL></P>
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</DL>
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<HR><H3>Inherited from <A HREF="Group.html">Group</A>:</H3>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>virtual void <B>traverse</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>& nv)
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual bool <B>addChild</B>( Node* child )
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual bool <B>removeChild</B>( Node* child )
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual bool <B>replaceChild</B>( Node* origChild, Node* newChild )
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline const unsigned int <B>getNumChildren</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline Node* <B>getChild</B>( const unsigned int i )
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline const Node* <B>getChild</B>( const unsigned int i ) const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline bool <B>containsNode</B>( const Node* node ) const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline ChildList::iterator <B>findNode</B>( const Node* node )
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline ChildList::const_iterator <B>findNode</B>( const Node* node ) const
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</DL></P>
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<P><DL>
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<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>ChildList <B>_children</B>
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</DL></P>
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</DL>
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<A NAME="DOC.DOCU"></A>
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<HR>
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<H2>Documentation</H2>
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<BLOCKQUOTE>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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<P>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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<P>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);</BLOCKQUOTE>
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<DL>
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<A NAME="Transform"></A>
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<A NAME="DOC.2.142.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Transform()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Transform"></A>
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<A NAME="DOC.2.142.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Transform(const <!1><A HREF="Transform.html#DOC.2.142.2">Transform</A>&, const <!1><A HREF="CopyOp.html">CopyOp</A>& copyop=CopyOp::SHALLOW_COPY)</B></TT>
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<DD>Copy constructor using CopyOp to manage deep vs shallow copy
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<DL><DT><DD></DL><P>
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<A NAME="META_Node"></A>
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<A NAME="DOC.2.142.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> META_Node(<!1><A HREF="osg.html">osg</A>, <!1><A HREF="Transform.html">Transform</A>)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="ReferenceFrame"></A>
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<A NAME="DOC.2.142.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum ReferenceFrame</B></TT>
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<DL><DT><DD></DL><P><DL>
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<A NAME="RELATIVE_TO_PARENTS"></A>
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<A NAME="DOC.2.142.4.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> RELATIVE_TO_PARENTS</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="RELATIVE_TO_ABSOLUTE"></A>
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<A NAME="DOC.2.142.4.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> RELATIVE_TO_ABSOLUTE</B></TT>
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<DL><DT><DD></DL><P></DL>
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<A NAME="setReferenceFrame"></A>
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<A NAME="DOC.2.142.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setReferenceFrame(<!1><A HREF="Transform.html#DOC.2.142.4">ReferenceFrame</A> rf)</B></TT>
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<DD>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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headlight LightSources or Heads up displays.
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<DL><DT><DD></DL><P>
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<A NAME="getReferenceFrame"></A>
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<A NAME="DOC.2.142.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Transform.html#DOC.2.142.4">ReferenceFrame</A> getReferenceFrame() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="ComputeTransformCallback"></A>
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<A NAME="DOC.2.142.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>struct ComputeTransformCallback: public <!1><A HREF="Referenced.html">osg::Referenced</A></B></TT>
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<DD>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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<DL><DT><DD></DL><P><DL>
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<A NAME="computeLocalToWorldMatrix"></A>
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<A NAME="DOC.2.142.7.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeLocalToWorldMatrix(<!1><A HREF="Matrix.html">Matrix</A>& matrix, const <!1><A HREF="Transform.html">Transform</A>* <!1><A HREF="Polytope.html#DOC.2.97.32">transform</A>, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const = 0</B></TT>
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<DD>Get the transformation matrix which moves from local coords
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to world coords
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<DL><DT><DD></DL><P>
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<A NAME="computeWorldToLocalMatrix"></A>
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<A NAME="DOC.2.142.7.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeWorldToLocalMatrix(<!1><A HREF="Matrix.html">Matrix</A>& matrix, const <!1><A HREF="Transform.html">Transform</A>* <!1><A HREF="Polytope.html#DOC.2.97.32">transform</A>, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const = 0</B></TT>
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<DD>Get the transformation matrix which moves from world coords
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to local coords
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<DL><DT><DD></DL><P></DL>
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<A NAME="setComputeTransformCallback"></A>
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<A NAME="DOC.2.142.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setComputeTransformCallback(<!1><A HREF="Transform.html#DOC.2.142.7">ComputeTransformCallback</A>* ctc)</B></TT>
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<DD>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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<DL><DT><DD></DL><P>
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<A NAME="getComputeTransformCallback"></A>
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<A NAME="DOC.2.142.9"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Transform.html#DOC.2.142.7">ComputeTransformCallback</A>* getComputeTransformCallback()</B></TT>
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<DD>Get the non const ComputerTransfromCallback
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<DL><DT><DD></DL><P>
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<A NAME="getComputeTransformCallback"></A>
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<A NAME="DOC.2.142.10"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Transform.html#DOC.2.142.7">ComputeTransformCallback</A>* getComputeTransformCallback() const </B></TT>
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<DD>Get the const ComputerTransfromCallback
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<DL><DT><DD></DL><P>
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<A NAME="getLocalToWorldMatrix"></A>
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<A NAME="DOC.2.142.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getLocalToWorldMatrix(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const </B></TT>
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<DD>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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<DL><DT><DD></DL><P>
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<A NAME="getWorldToLocalMatrix"></A>
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<A NAME="DOC.2.142.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getWorldToLocalMatrix(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const </B></TT>
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<DD>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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<DL><DT><DD></DL><P>
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<A NAME="computeLocalToWorldMatrix"></A>
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<A NAME="DOC.2.142.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeLocalToWorldMatrix(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="computeWorldToLocalMatrix"></A>
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<A NAME="DOC.2.142.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeWorldToLocalMatrix(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="~Transform"></A>
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<A NAME="DOC.2.142.15"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Transform()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="computeBound"></A>
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<A NAME="DOC.2.142.16"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeBound() const </B></TT>
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<DD>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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<DL><DT><DD></DL><P>
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<A NAME="_computeTransformCallback"></A>
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<A NAME="DOC.2.142.17"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Transform.html#DOC.2.142.7">ComputeTransformCallback</A>> _computeTransformCallback</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_referenceFrame"></A>
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<A NAME="DOC.2.142.18"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Transform.html#DOC.2.142.4">ReferenceFrame</A> _referenceFrame</B></TT>
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<DL><DT><DD></DL><P></DL>
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<HR>
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<DL><DT><B>Direct child classes:
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</B><DD><A HREF="PositionAttitudeTransform.html">PositionAttitudeTransform</A><BR>
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<A HREF="MatrixTransform.html">MatrixTransform</A><BR>
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<A HREF="DOFTransform.html">DOFTransform</A><BR>
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</DL>
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<DL><DT><DD></DL><P><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I></P><HR>
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<BR>
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This page was generated with the help of <A HREF="http://docpp.sourceforge.net">DOC++</A>.
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