625e8e730a
scaling Transforms.
88 lines
2.8 KiB
Plaintext
88 lines
2.8 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
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* are transformed by the the Transform's osg::Matrix. 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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* 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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Transform(const Matrix& matix);
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META_Node(Transform);
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/** Range of type 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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inline const Matrix& getMatrix() const { return *_matrix; }
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inline void setMatrix(const Matrix& mat )
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{
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(*_matrix) = mat;
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dirtyBound();
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}
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/** preMult trasforms relative to the childrens coordinate system.*/
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inline void preMult( const Matrix& mat )
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{
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(*_matrix) = mat * (*_matrix);
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dirtyBound();
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}
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/** postMult trasforms relative to the parents coordinate system.*/
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inline void postMult( const Matrix& mat )
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{
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(*_matrix) = (*_matrix) * mat;
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dirtyBound();
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}
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protected :
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virtual ~Transform();
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virtual const bool computeBound() const;
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Type _type;
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ref_ptr<Matrix> _matrix;
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};
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};
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#endif
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