156 lines
5.8 KiB
C++
156 lines
5.8 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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_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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#ifndef GL_RESCALE_NORMAL
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#define GL_RESCALE_NORMAL 0x803A
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#endif
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namespace osg {
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/** Compute the matrix which transforms objects in local coords to world coords,
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* by accumulating the Transform local to world matrices along the specified node path.
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*/
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extern SG_EXPORT Matrix computeLocalToWorld(const NodePath& nodePath);
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/** Compute the matrix which transforms objects in world coords to local coords,
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* by accumulating the Transform world to local matrices along the specified node path.
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*/
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extern SG_EXPORT Matrix computeWorldToLocal(const NodePath& nodePath);
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/** Compute the matrix which transforms objects in local coords to eye coords,
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* by accumulating the Transform local to world matrices along the specified node path
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* and multipling by the supplied initial camera modelview.
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*/
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extern SG_EXPORT Matrix computeLocalToEye(const Matrix& modelview, const NodePath& nodePath);
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/** Compute the matrix which transforms objects in eye coords to local coords,
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* by accumulating the Transform world to local matrices along the specified node path
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* and multipling by the inverse of the supplied initialial camera modelview.
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*/
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extern SG_EXPORT Matrix computeEyeToLocal(const Matrix& modelview, const NodePath& nodePath);
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/** A Transform is a group node for which all children are transformed by
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* a 4x4 matrix. It is often used for positioning objects within a scene,
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* producing trackball functionality or for animation.
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*
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* Transform itself does not provide set/get functions, only the interface
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* for defining what the 4x4 transformation is. Subclasses, such as
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* MatrixTransform and PositionAttitudeTransform support the use of an
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* osg::Matrix or a osg::Vec3/osg::Quat respectively.
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*
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* Note: If the transformation matrix scales the subgraph then the normals
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* of the underlying geometry will need to be renormalized to be unit
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* vectors once more. This can be done transparently through OpenGL's
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* use of either GL_NORMALIZE and GL_SCALE_NORMALIZE modes. For further
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* background reading see the glNormalize documentation in the OpenGL
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* Reference Guide (the blue book). To enable it in the OSG, you simply
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* need to attach a local osg::StateSet to the osg::Transform, and set
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* the appropriate mode to ON via
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* 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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META_Node(osg, Transform);
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virtual Transform* asTransform() { return this; }
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virtual const Transform* asTransform() const { return this; }
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virtual MatrixTransform* asMatrixTransform() { return 0; }
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virtual const MatrixTransform* asMatrixTransform() const { return 0; }
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virtual PositionAttitudeTransform* asPositionAttitudeTransform() { return 0; }
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virtual const PositionAttitudeTransform* asPositionAttitudeTransform() const { return 0; }
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enum ReferenceFrame
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{
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RELATIVE_TO_PARENTS,
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RELATIVE_TO_ABSOLUTE
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};
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/** Set the transform's ReferenceFrame, either to be relative to its
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* parent reference frame, or relative to an absolute coordinate
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* frame. RELATIVE_TO_PARENTS is the default.
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* Note: Setting the ReferenceFrame to be RELATIVE_TO_ABSOLUTE will
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* also set the CullingActive flag on the transform, and hence all
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* of its parents, to false, thereby disabling culling of it and
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* all its parents. This is neccessary to prevent inappropriate
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* culling, but may impact cull times if the absolute transform is
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* deep in the scene graph. It is therefore recommended to only use
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* absolute Transforms at the top of the scene, for such things as
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* heads up displays.
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*/
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void setReferenceFrame(ReferenceFrame rf);
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ReferenceFrame getReferenceFrame() const { return _referenceFrame; }
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virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const
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{
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if (_referenceFrame==RELATIVE_TO_PARENTS)
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{
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return false;
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}
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else // absolute
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{
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matrix.makeIdentity();
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return true;
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}
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}
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virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const
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{
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if (_referenceFrame==RELATIVE_TO_PARENTS)
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{
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return false;
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}
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else // absolute
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{
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matrix.makeIdentity();
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return true;
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}
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}
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protected :
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virtual ~Transform();
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/** Overrides Group's computeBound.
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* There is no need to override in subclasses from osg::Transform
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* since this computeBound() uses the underlying matrix (calling
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* computeMatrix if required).
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*/
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virtual bool computeBound() const;
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ReferenceFrame _referenceFrame;
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};
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}
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#endif
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