OpenSceneGraph/doc/doc++/osg/MatrixTransform.html
2002-07-18 19:54:11 +00:00

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<TITLE>class SG_EXPORT osg::MatrixTransform</TITLE>
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::MatrixTransform</A></H2></H2><BLOCKQUOTE>Transform - is group which all children are transformed by the the Transform's osg::Matrix.</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="MNode,M,CGroup,MGroup.html,CTransform,MTransform.html,CMatrixTransform,MMatrixTransform.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
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<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.74.1">MatrixTransform</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.74.2">MatrixTransform</A></B>(const <!1><A HREF="MatrixTransform.html#DOC.2.74.2">MatrixTransform</A>&amp;, const <!1><A HREF="CopyOp.html">CopyOp</A>&amp; copyop=CopyOp::SHALLOW_COPY)
<DD><I>Copy constructor using CopyOp to manage deep vs shallow copy</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.74.3">MatrixTransform</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; matix)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.74.4">META_Node</A></B>(<!1><A HREF="osg.html">osg</A>, <!1><A HREF="MatrixTransform.html">MatrixTransform</A>)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.74.5">setMatrix</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat)
<DD><I>Set the transform's matrix</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Matrix.html">Matrix</A>&amp; <B><A HREF="#DOC.2.74.6">getMatrix</A></B>() const
<DD><I>Get the transform's matrix.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.74.7">preMult</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat)
<DD><I>preMult transform</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.74.8">postMult</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat)
<DD><I>postMult transform</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.74.9">computeLocalToWorldMatrix</A></B>(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.74.10">computeWorldToLocalMatrix</A></B>(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const
</DL></P>
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<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; <B><A HREF="#DOC.2.74.13">_matrix</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; <B><A HREF="#DOC.2.74.14">_inverse</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable bool <B><A HREF="#DOC.2.74.15">_inverseDirty</A></B>
</DL></P>
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<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.74.11">~MatrixTransform</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.74.12">computeInverse</A></B>() const
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Transform.html">Transform</A>:</H3>
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<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>void <B>setReferenceFrame</B>(<!1><A HREF="Transform.html#DOC.2.132.5">ReferenceFrame</A> rf)
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<IMG ALT="o" SRC=icon2.gif>const <!1><A HREF="Transform.html#DOC.2.132.5">ReferenceFrame</A> <B>getReferenceFrame</B>() const
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<IMG ALT="o" SRC=icon2.gif>void <B>setComputeTransformCallback</B>(<!1><A HREF="Transform.html#DOC.2.132.8">ComputeTransformCallback</A>* ctc)
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<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Transform.html#DOC.2.132.8">ComputeTransformCallback</A>* <B>getComputeTransformCallback</B>()
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<IMG ALT="o" SRC=icon2.gif>const <!1><A HREF="Transform.html#DOC.2.132.8">ComputeTransformCallback</A>* <B>getComputeTransformCallback</B>() const
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<IMG ALT="o" SRC=icon2.gif>inline const bool <B>getLocalToWorldMatrix</B>(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const bool <B>getWorldToLocalMatrix</B>(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const
</DL></P>
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<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>ReferenceFrame</B>
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<IMG ALT="o" SRC=icon2.gif>struct <B>ComputeTransformCallback</B>: public <!1><A HREF="Referenced.html">osg::Referenced</A>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Transform.html#DOC.2.132.8">ComputeTransformCallback</A>&gt; <B>_computeTransformCallback</B>
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<IMG ALT="o" SRC=icon2.gif><!1><A HREF="Transform.html#DOC.2.132.5">ReferenceFrame</A> <B>_referenceFrame</B>
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<IMG ALT="o" SRC=icon2.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; <B>_deprecated_matrix</B>
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<IMG ALT="o" SRC=icon2.gif>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; <B>_deprecated_inverse</B>
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<IMG ALT="o" SRC=icon2.gif>mutable bool <B>_deprecated_inverseDirty</B>
</DL></P>
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<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual const bool <B>computeBound</B>() const
</DL></P>
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<HR><H3>Inherited from <A HREF="Group.html">Group</A>:</H3>
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<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>traverse</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>&amp; nv)
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<IMG ALT="o" SRC=icon2.gif>virtual bool <B>addChild</B>( Node* child )
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<IMG ALT="o" SRC=icon2.gif>virtual bool <B>removeChild</B>( Node* child )
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<IMG ALT="o" SRC=icon2.gif>virtual bool <B>replaceChild</B>( Node* origChild, Node* newChild )
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<IMG ALT="o" SRC=icon2.gif>inline const unsigned int <B>getNumChildren</B>() const
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<IMG ALT="o" SRC=icon2.gif>inline Node* <B>getChild</B>( const unsigned int i )
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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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<IMG ALT="o" SRC=icon2.gif>inline bool <B>containsNode</B>( const Node* node ) const
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<IMG ALT="o" SRC=icon2.gif>inline ChildList::iterator <B>findNode</B>( const Node* node )
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<IMG ALT="o" SRC=icon2.gif>inline ChildList::const_iterator <B>findNode</B>( const Node* node ) const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>ChildList <B>_children</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>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);.</BLOCKQUOTE>
<DL>
<A NAME="MatrixTransform"></A>
<A NAME="DOC.2.74.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> MatrixTransform()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="MatrixTransform"></A>
<A NAME="DOC.2.74.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> MatrixTransform(const <!1><A HREF="MatrixTransform.html#DOC.2.74.2">MatrixTransform</A>&amp;, const <!1><A HREF="CopyOp.html">CopyOp</A>&amp; copyop=CopyOp::SHALLOW_COPY)</B></TT>
<DD>Copy constructor using CopyOp to manage deep vs shallow copy
<DL><DT><DD></DL><P>
<A NAME="MatrixTransform"></A>
<A NAME="DOC.2.74.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> MatrixTransform(const <!1><A HREF="Matrix.html">Matrix</A>&amp; matix)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="META_Node"></A>
<A NAME="DOC.2.74.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> META_Node(<!1><A HREF="osg.html">osg</A>, <!1><A HREF="MatrixTransform.html">MatrixTransform</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="setMatrix"></A>
<A NAME="DOC.2.74.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setMatrix(const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat)</B></TT>
<DD>Set the transform's matrix
<DL><DT><DD></DL><P>
<A NAME="getMatrix"></A>
<A NAME="DOC.2.74.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Matrix.html">Matrix</A>&amp; getMatrix() const </B></TT>
<DD>Get the transform's matrix.
<DL><DT><DD></DL><P>
<A NAME="preMult"></A>
<A NAME="DOC.2.74.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preMult(const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat)</B></TT>
<DD>preMult transform
<DL><DT><DD></DL><P>
<A NAME="postMult"></A>
<A NAME="DOC.2.74.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void postMult(const <!1><A HREF="Matrix.html">Matrix</A>&amp; mat)</B></TT>
<DD>postMult transform
<DL><DT><DD></DL><P>
<A NAME="computeLocalToWorldMatrix"></A>
<A NAME="DOC.2.74.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeLocalToWorldMatrix(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeWorldToLocalMatrix"></A>
<A NAME="DOC.2.74.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeWorldToLocalMatrix(<!1><A HREF="Matrix.html">Matrix</A>&amp; matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~MatrixTransform"></A>
<A NAME="DOC.2.74.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~MatrixTransform()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeInverse"></A>
<A NAME="DOC.2.74.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void computeInverse() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="_matrix"></A>
<A NAME="DOC.2.74.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; _matrix</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_inverse"></A>
<A NAME="DOC.2.74.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Matrix.html">Matrix</A>&gt; _inverse</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_inverseDirty"></A>
<A NAME="DOC.2.74.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable bool _inverseDirty</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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