79 lines
2.6 KiB
C++
79 lines
2.6 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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_POSITIONATTITUDETRANSFORM
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#define OSG_POSITIONATTITUDETRANSFORM 1
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#include <osg/Group>
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#include <osg/Transform>
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#include <osg/AnimationPath>
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#include <osg/Vec3d>
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#include <osg/Quat>
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namespace osg {
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/** PositionAttitudeTransform - is a Transform. Sets the coordinate transform
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via a Vec3 position and Quat attitude.
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*/
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class OSG_EXPORT PositionAttitudeTransform : public Transform
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{
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public :
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PositionAttitudeTransform();
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PositionAttitudeTransform(const PositionAttitudeTransform& pat,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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Transform(pat,copyop),
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_position(pat._position),
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_attitude(pat._attitude),
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_scale(pat._scale),
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_pivotPoint(pat._pivotPoint) {}
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META_Node(osg, PositionAttitudeTransform);
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virtual PositionAttitudeTransform* asPositionAttitudeTransform() { return this; }
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virtual const PositionAttitudeTransform* asPositionAttitudeTransform() const { return this; }
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inline void setPosition(const Vec3d& pos) { _position = pos; dirtyBound(); }
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inline const Vec3d& getPosition() const { return _position; }
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inline void setAttitude(const Quat& quat) { _attitude = quat; dirtyBound(); }
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inline const Quat& getAttitude() const { return _attitude; }
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inline void setScale(const Vec3d& scale) { _scale = scale; dirtyBound(); }
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inline const Vec3d& getScale() const { return _scale; }
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inline void setPivotPoint(const Vec3d& pivot) { _pivotPoint = pivot; dirtyBound(); }
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inline const Vec3d& getPivotPoint() const { return _pivotPoint; }
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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 ~PositionAttitudeTransform() {}
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Vec3d _position;
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Quat _attitude;
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Vec3d _scale;
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Vec3d _pivotPoint;
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};
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}
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#endif
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