OpenSceneGraph/include/osg/Transform
2002-02-28 00:11:31 +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(Transform);
/** Range of types that the Transform can be.*/
enum Type
{
DYNAMIC,
STATIC
};
/** Set the Transform Type, which can be DYNAMIC - the Matrix
* value is updated during the main loop, or STATIC - the Matrix
* is constant throughout the life of the main loop. STATIC
* Transforms can be optimized away is some instances, which
* can improve performance so unless you plan to modify the
* Matrix explicitly set the Matrix to STATIC. The default
* value is DYNAMIC.*/
inline void setType(Type type) { _type = type; }
/** Get the Transform Type.*/
inline const Type getType() const { return _type; }
/** Set the matrix mode which tells traversers them how to treat this Transform - as Projection, View or Model transformation.*/
inline void setMatrixMode(MatrixMode mode) { _mode = mode; }
/** Get the transform mode.*/
inline const MatrixMode getMatrixMode() const { return _mode; }
/** Does the tranform set up the projection matrix.*/
inline const bool isProjectionTransform() const { return _mode==PROJECTION; }
/** Does the tranform set up the modelview matrix.*/
inline const bool isModelViewTransform() const { return _mode!=PROJECTION; }
/** Callback attached to an Transform to specifiy how to compute the modelview or projection 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;
};
friend struct osg::Transform::ComputeTransformCallback;
/** 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(); }
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;
virtual const bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const
{
if (_mode==VIEW)
{
computeInverse();
matrix = *_inverse;
return true;
}
else
{
matrix = *_matrix;
return true;
}
}
virtual const bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const
{
if (_mode==VIEW)
{
matrix = *_matrix;
return true;
}
else
{
computeInverse();
matrix = *_inverse;
return true;
}
}
inline void computeInverse() const
{
if (_inverseDirty)
{
_inverse->invert(*_matrix);
_inverseDirty = false;
}
}
Type _type;
MatrixMode _mode;
ref_ptr<ComputeTransformCallback> _computeTransformCallback;
ref_ptr<Matrix> _matrix;
mutable ref_ptr<Matrix> _inverse;
mutable bool _inverseDirty;
};
}
#endif