2973ca0a25
OSG has to maintian.
197 lines
7.7 KiB
Plaintext
197 lines
7.7 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2001 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_TRANSFORM
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#define OSG_TRANSFORM 1
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#include <osg/Group>
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#include <osg/Matrix>
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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 Transform : public Group
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{
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public :
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Transform();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Transform(const Transform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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Transform(const Matrix& matix);
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META_Node(Transform);
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/** Range of types that the Transform can be.*/
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enum Type
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{
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DYNAMIC,
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STATIC
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};
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/** Set the Transform Type, which can be DYNAMIC - the Matrix
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* value is updated during the main loop, or STATIC - the Matrix
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* is constant throughout the life of the main loop. STATIC
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* Transforms can be optimized away is some instances, which
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* can improve performance so unless you plan to modify the
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* Matrix explicitly set the Matrix to STATIC. The default
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* value is DYNAMIC.*/
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inline void setType(Type type) { _type = type; }
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/** Get the Transform Type.*/
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inline const Type getType() const { return _type; }
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/** Set the matrix mode which tells traversers them how to treat this Transform - as Projection, View or Model transformation.*/
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inline void setMatrixMode(MatrixMode mode) { _mode = mode; }
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/** Get the transform mode.*/
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inline const MatrixMode getMatrixMode() const { return _mode; }
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/** Does the tranform set up the projection matrix.*/
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inline const bool isProjectionTransform() const { return _mode==PROJECTION; }
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/** Does the tranform set up the modelview matrix.*/
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inline const bool isModelViewTransform() const { return _mode!=PROJECTION; }
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/** Callback attached to an Transform to specifiy how to compute the modelview or projection transformation
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* for the transform below the Transform node.*/
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struct ComputeTransformCallback : public osg::Referenced
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{
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/** Get the transformation matrix which moves from local coords to world coords.*/
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virtual const bool computeLocalToWorldMatrix(Matrix& matrix,const Transform* transform, NodeVisitor* nv) const = 0;
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/** Get the transformation matrix which moves from world coords to local coords.*/
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virtual const bool computeWorldToLocalMatrix(Matrix& matrix,const Transform* transform, NodeVisitor* nv) const = 0;
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};
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friend struct osg::Transform::ComputeTransformCallback;
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/** Set the ComputerTransfromCallback which allows users to attach custom computation of the local transformation as
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* seen by cull traversers and alike.*/
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void setComputeTransformCallback(ComputeTransformCallback* ctc) { _computeTransformCallback=ctc; dirtyBound(); }
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/** Get the non const ComputerTransfromCallback.*/
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ComputeTransformCallback* getComputeTransformCallback() { return _computeTransformCallback.get(); }
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/** Get the const ComputerTransfromCallback.*/
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const ComputeTransformCallback* getComputeTransformCallback() const { return _computeTransformCallback.get(); }
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/** Get the transformation matrix which moves from local coords to world coords.
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* Return true if Matrix passed in has been modified and */
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inline const bool getLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const
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{
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if (_computeTransformCallback.valid())
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return _computeTransformCallback->computeLocalToWorldMatrix(matrix,this,nv);
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else
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return computeLocalToWorldMatrix(matrix,nv);
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}
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/** Get the transformation matrix which moves from world coords to local coords.
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* Return true if Matrix passed in has been modified and */
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inline const bool getWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const
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{
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if (_computeTransformCallback.valid())
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return _computeTransformCallback->computeWorldToLocalMatrix(matrix,this,nv);
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else
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return computeWorldToLocalMatrix(matrix,nv);
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}
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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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protected :
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virtual ~Transform();
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/** Override's Group's computeBound.
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* There is no need to override in subclasses from osg::Transform since this computeBound() uses
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* the underlying matrix (calling computeMatrix if required.) */
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virtual const bool computeBound() const;
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virtual const bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const
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{
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if (_mode==VIEW)
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{
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computeInverse();
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matrix = *_inverse;
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return true;
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}
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else
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{
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matrix = *_matrix;
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return true;
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}
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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 (_mode==VIEW)
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{
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matrix = *_matrix;
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return true;
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}
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else
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{
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computeInverse();
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matrix = *_inverse;
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return true;
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}
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}
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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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Type _type;
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MatrixMode _mode;
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ref_ptr<ComputeTransformCallback> _computeTransformCallback;
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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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