81f553aaee
but getting there. o First cut of osgcluster demo. Very simple beginings. Alas I only one PC here so I can't test it in its current guise. o New support for NodeCallbacks, via AppCallback attached to osg::Node's, and a default osgUtil::AppVisitor which calls them on each frame. o Support for traversal masks in osg::NodeVisitor, osg::Node which allows nodes to be switched on or off via a bit mask. o Suppport for traversal number (frame number) and reference time into osg::NodeVisitor to handle syncronization of app and cull traversals. This also assist clustering as traversal number master to slaves.
185 lines
7.1 KiB
Plaintext
185 lines
7.1 KiB
Plaintext
#ifndef OSG_MATRIX
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#define OSG_MATRIX 1
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#include <osg/Object>
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#include <osg/Vec3>
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#include <osg/Vec4>
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#ifdef OSG_USE_IO_DOT_H
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#include <iostream.h>
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#else
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#include <iostream>
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using namespace std;
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#endif
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namespace osg {
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/** 4x4 Matrix for storage & manipulation of transformations in scene graph.
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Provides basic maths operations, IO and via osg::Object reference counting.
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You can directly load the matrix with OpenGL's LoadMatrixf() function via
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the public member _mat as the matrix is stored in the OpenGL format.
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Caution: The disadvantage of this feature is, that the matrix access is
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'transposed' if you compare it with the standard C/C++ 2d-array-access
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convention . I.e. _mat[i][j] accesses the ith column of the jth row in the
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4x4 matrix.
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*/
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class SG_EXPORT Matrix : public Object
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{
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public:
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Matrix();
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Matrix(const Matrix& matrix);
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Matrix( float a00, float a01, float a02, float a03,
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float a10, float a11, float a12, float a13,
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float a20, float a21, float a22, float a23,
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float a30, float a31, float a32, float a33);
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Matrix& operator = (const Matrix& matrix);
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virtual ~Matrix();
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virtual Object* clone() const { return new Matrix(); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const Matrix*>(obj)!=NULL; }
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virtual const char* className() const { return "Matrix"; }
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void makeIdent();
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void set(const float* m);
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void set( float a00, float a01, float a02, float a03,
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float a10, float a11, float a12, float a13,
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float a20, float a21, float a22, float a23,
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float a30, float a31, float a32, float a33);
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void copy(const Matrix& matrix);
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void makeScale(float sx, float sy, float sz);
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void preScale( float sx, float sy, float sz, const Matrix& m );
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void postScale( const Matrix& m, float sx, float sy, float sz );
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void preScale( float sx, float sy, float sz );
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void postScale( float sx, float sy, float sz );
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void makeTrans( float tx, float ty, float tz );
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void preTrans( float tx, float ty, float tz, const Matrix& m );
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void postTrans( const Matrix& m, float tx, float ty, float tz );
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void preTrans( float tx, float ty, float tz );
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void postTrans( float tx, float ty, float tz );
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/**
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* Calc the rotation matrix which aligns vector \a old_vec with
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* vector \a new_vec. Both \a old_vec and \a new_vec must have
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* length 1.0.
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*/
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void makeRot( const Vec3& old_vec, const Vec3& new_vec );
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void makeRot( float deg, float x, float y, float z );
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void preRot( float deg, float x, float y, float z, const Matrix& m );
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void postRot( const Matrix& m, float deg, float x, float y, float z );
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void preRot( float deg, float x, float y, float z );
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void postRot( float deg, float x, float y, float z );
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void setTrans( float tx, float ty, float tz );
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void setTrans( const Vec3& v );
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Vec3 getTrans() const { return Vec3(_mat[3][0],_mat[3][1],_mat[3][2]); }
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void preMult(const Matrix& m);
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void postMult(const Matrix& m);
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void mult(const Matrix& lhs,const Matrix& rhs);
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Matrix operator * (const Matrix& m) const;
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/** apply apply an 3x3 transform of v*M[0..2,0..2] */
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inline static Vec3 transform3x3(const Vec3& v,const Matrix& m);
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/** apply apply an 3x3 transform of M[0..2,0..2]*v */
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inline static Vec3 transform3x3(const Matrix& m,const Vec3& v);
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/** post multipy v. ie. (m*v) */
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inline Vec3 operator * (const Vec3& v) const;
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/** pre multipy v. ie. (v*m) */
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friend inline Vec3 operator * (const Vec3& v,const Matrix& m);
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/** post multipy v. ie. (m*v) */
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inline Vec4 operator * (const Vec4& v) const;
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/** pre multipy v. ie. (v*m) */
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friend inline Vec4 operator * (const Vec4& v,const Matrix& m);
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friend inline ostream& operator << (ostream& output, const Matrix& matrix);
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bool invert(const Matrix& m);
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public :
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float _mat[4][4];
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protected:
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};
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inline Vec3 Matrix::operator * (const Vec3& v) const
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{
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float d = 1.0f/(_mat[3][0]*v.x()+_mat[3][1]*v.y()+_mat[3][2]*v.z()+_mat[3][3]) ;
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return Vec3( (_mat[0][0]*v.x() + _mat[0][1]*v.y() + _mat[0][2]*v.z() + _mat[0][3])*d,
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(_mat[1][0]*v.x() + _mat[1][1]*v.y() + _mat[1][2]*v.z() + _mat[1][3])*d,
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(_mat[2][0]*v.x() + _mat[2][1]*v.y() + _mat[2][2]*v.z() + _mat[2][3])*d) ;
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}
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inline Vec3 operator * (const Vec3& v,const Matrix& m)
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{
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float d = 1.0f/(m._mat[0][3]*v.x()+m._mat[1][3]*v.y()+m._mat[2][3]*v.z()+m._mat[3][3]) ;
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return Vec3( (m._mat[0][0]*v.x() + m._mat[1][0]*v.y() + m._mat[2][0]*v.z() + m._mat[3][0])*d,
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(m._mat[0][1]*v.x() + m._mat[1][1]*v.y() + m._mat[2][1]*v.z() + m._mat[3][1])*d,
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(m._mat[0][2]*v.x() + m._mat[1][2]*v.y() + m._mat[2][2]*v.z() + m._mat[3][2])*d);
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}
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inline Vec4 Matrix::operator * (const Vec4& v) const
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{
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return Vec4( (_mat[0][0]*v.x() + _mat[0][1]*v.y() + _mat[0][2]*v.z() + _mat[0][3]*v.w()),
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(_mat[1][0]*v.x() + _mat[1][1]*v.y() + _mat[1][2]*v.z() + _mat[1][3]*v.w()),
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(_mat[2][0]*v.x() + _mat[2][1]*v.y() + _mat[2][2]*v.z() + _mat[2][3]*v.w()),
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(_mat[3][0]*v.x() + _mat[3][1]*v.y() + _mat[3][2]*v.z() + _mat[3][3]*v.w())) ;
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}
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inline Vec4 operator * (const Vec4& v,const Matrix& m)
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{
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return Vec4( (m._mat[0][0]*v.x() + m._mat[1][0]*v.y() + m._mat[2][0]*v.z() + m._mat[3][0]*v.w()),
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(m._mat[0][1]*v.x() + m._mat[1][1]*v.y() + m._mat[2][1]*v.z() + m._mat[3][1]*v.w()),
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(m._mat[0][2]*v.x() + m._mat[1][2]*v.y() + m._mat[2][2]*v.z() + m._mat[3][2]*v.w()),
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(m._mat[0][3]*v.x() + m._mat[1][3]*v.y() + m._mat[2][3]*v.z() + m._mat[3][3]*v.w()));
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}
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inline Vec3 Matrix::transform3x3(const Vec3& v,const Matrix& m)
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{
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return Vec3( (m._mat[0][0]*v.x() + m._mat[1][0]*v.y() + m._mat[2][0]*v.z()),
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(m._mat[0][1]*v.x() + m._mat[1][1]*v.y() + m._mat[2][1]*v.z()),
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(m._mat[0][2]*v.x() + m._mat[1][2]*v.y() + m._mat[2][2]*v.z()));
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}
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inline Vec3 Matrix::transform3x3(const Matrix& m,const Vec3& v)
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{
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return Vec3( (m._mat[0][0]*v.x() + m._mat[0][1]*v.y() + m._mat[0][2]*v.z()),
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(m._mat[1][0]*v.x() + m._mat[1][1]*v.y() + m._mat[1][2]*v.z()),
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(m._mat[2][0]*v.x() + m._mat[2][1]*v.y() + m._mat[2][2]*v.z()) ) ;
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}
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inline ostream& operator << (ostream& output, const Matrix& matrix)
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{
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output << "{"<<endl
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<< " " << matrix._mat[0][0] << " " << matrix._mat[0][1] << " " << matrix._mat[0][2] << " " << matrix._mat[0][3] << endl
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<< " " << matrix._mat[1][0] << " " << matrix._mat[1][1] << " " << matrix._mat[1][2] << " " << matrix._mat[1][3] << endl
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<< " " << matrix._mat[2][0] << " " << matrix._mat[2][1] << " " << matrix._mat[2][2] << " " << matrix._mat[2][3] << endl
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<< " " << matrix._mat[3][0] << " " << matrix._mat[3][1] << " " << matrix._mat[3][2] << " " << matrix._mat[3][3] << endl
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<< "}" << endl;
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return output; // to enable cascading
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}
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};
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#endif
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