102 lines
3.5 KiB
Plaintext
102 lines
3.5 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#ifndef OSG_MATRIXTRANSFORM
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#define OSG_MATRIXTRANSFORM 1
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#include <osg/Transform>
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namespace osg {
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/** Transform - is group which all children are transformed by the the Transform's osg::Matrix.
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* Typical uses
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* of the Transform is for positioning objects within a scene or
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* producing trackball functionality or for animation.
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* The Transform node can be customized via the ComputeTransfromCallback which can be
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* attached to the node, this might be used to convert internal representations of the transformation
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* into generic osg::Matrix'c which are used during scene grpah traversal, such as CullTraversal and IntersectionTraversal.
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* Note, if the transformation matrix scales the subgraph then the
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* normals of the underlying geometry will need to be renormalized to
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* be unit vectors once more. One can done transparently through OpenGL's
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* use of either GL_NORMALIZE and GL_SCALE_NORMALIZE modes. Further
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* background reading see the glNormalize documentation in the OpenGL Reference
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* Guide (the blue book). To enable it in the OSG, you simple need to
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* attach a local osg::StateSet to the osg::Transform, and set the appropriate
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* mode to on via stateset->setMode(GL_NORMALIZE,osg::StateAttribute::ON);.
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*/
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class SG_EXPORT MatrixTransform : public Transform
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{
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public :
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MatrixTransform();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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MatrixTransform(const MatrixTransform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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MatrixTransform(const Matrix& matix);
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META_Node(osg, MatrixTransform);
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/** Set the transform's matrix.*/
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void setMatrix(const Matrix& mat) { (*_matrix) = mat; _inverseDirty=true; computeInverse(); dirtyBound(); }
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/** Get the transform's matrix. */
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inline const Matrix& getMatrix() const { return *_matrix; }
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/** preMult transform.*/
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void preMult(const Matrix& mat) { _matrix->preMult(mat); _inverseDirty=true; computeInverse(); dirtyBound(); }
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/** postMult transform.*/
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void postMult(const Matrix& mat) { _matrix->postMult(mat); _inverseDirty=true; computeInverse(); dirtyBound(); }
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virtual const 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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matrix.preMult(*_matrix);
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}
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else // absolute
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{
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matrix = *_matrix;
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}
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return true;
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}
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virtual const 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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matrix.postMult(*_inverse);
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}
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else // absolute
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{
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matrix = *_inverse;
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}
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return true;
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}
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protected :
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virtual ~MatrixTransform();
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inline void computeInverse() const
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{
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if (_inverseDirty)
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{
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_inverse->invert(*_matrix);
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_inverseDirty = false;
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}
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}
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ref_ptr<Matrix> _matrix;
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mutable ref_ptr<Matrix> _inverse;
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mutable bool _inverseDirty;
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};
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}
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#endif
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