OpenSceneGraph/src/osg/Transform.cpp
Robert Osfield c52207b637 Added new Transform::ReferenceType enum ABSOLUTE_RF_INHERIT_VIEWPOINT to support
internal RTT cameras that wish to use the main cameras view/eye point for LOD and other
distance based tests.
2007-02-07 16:32:14 +00:00

193 lines
5.2 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osg/Transform>
#include <osg/Camera>
#include <osg/Notify>
using namespace osg;
class TransformVisitor : public NodeVisitor
{
public:
enum CoordMode
{
WORLD_TO_LOCAL,
LOCAL_TO_WORLD
};
CoordMode _coordMode;
Matrix& _matrix;
bool _ignoreCameras;
TransformVisitor(Matrix& matrix,CoordMode coordMode, bool ignoreCameras):
NodeVisitor(),
_coordMode(coordMode),
_matrix(matrix),
_ignoreCameras(ignoreCameras)
{}
virtual void apply(Transform& transform)
{
if (_coordMode==LOCAL_TO_WORLD)
{
transform.computeLocalToWorldMatrix(_matrix,this);
}
else // worldToLocal
{
transform.computeWorldToLocalMatrix(_matrix,this);
}
}
void accumulate(const NodePath& nodePath)
{
if (nodePath.empty()) return;
unsigned int i = 0;
if (_ignoreCameras)
{
// we need to found out the last absolute Camera in NodePath and
// set the i index to after it so the final accumulation set ignores it.
i = nodePath.size();
NodePath::const_reverse_iterator ritr;
for(ritr = nodePath.rbegin();
ritr != nodePath.rend();
++ritr, --i)
{
const osg::Camera* camera = dynamic_cast<const osg::Camera*>(*ritr);
if (camera &&
(camera->getReferenceFrame()!=osg::Transform::RELATIVE_RF || camera->getParents().empty()))
{
break;
}
}
}
// do the accumulation of the active part of nodepath.
for(;
i<nodePath.size();
++i)
{
const_cast<Node*>(nodePath[i])->accept(*this);
}
}
};
Matrix osg::computeLocalToWorld(const NodePath& nodePath, bool ignoreCameras)
{
Matrix matrix;
TransformVisitor tv(matrix,TransformVisitor::LOCAL_TO_WORLD,ignoreCameras);
tv.accumulate(nodePath);
return matrix;
}
Matrix osg::computeWorldToLocal(const NodePath& nodePath, bool ignoreCameras)
{
osg::Matrix matrix;
TransformVisitor tv(matrix,TransformVisitor::WORLD_TO_LOCAL,ignoreCameras);
tv.accumulate(nodePath);
return matrix;
}
Matrix osg::computeLocalToEye(const Matrix& modelview,const NodePath& nodePath, bool ignoreCameras)
{
Matrix matrix(modelview);
TransformVisitor tv(matrix,TransformVisitor::LOCAL_TO_WORLD,ignoreCameras);
tv.accumulate(nodePath);
return matrix;
}
Matrix osg::computeEyeToLocal(const Matrix& modelview,const NodePath& nodePath, bool ignoreCameras)
{
Matrix matrix;
matrix.invert(modelview);
TransformVisitor tv(matrix,TransformVisitor::WORLD_TO_LOCAL,ignoreCameras);
tv.accumulate(nodePath);
return matrix;
}
Transform::Transform()
{
_referenceFrame = RELATIVE_RF;
}
Transform::Transform(const Transform& transform,const CopyOp& copyop):
Group(transform,copyop),
_referenceFrame(transform._referenceFrame)
{
}
Transform::~Transform()
{
}
void Transform::setReferenceFrame(ReferenceFrame rf)
{
if (_referenceFrame == rf) return;
_referenceFrame = rf;
// switch off culling if transform is absolute.
setCullingActive(_referenceFrame==RELATIVE_RF);
}
BoundingSphere Transform::computeBound() const
{
BoundingSphere bsphere = Group::computeBound();
if (!bsphere.valid()) return bsphere;
// note, NULL pointer for NodeVisitor, so compute's need
// to handle this case gracefully, normally this should not be a problem.
Matrix l2w;
computeLocalToWorldMatrix(l2w,NULL);
Vec3 xdash = bsphere._center;
xdash.x() += bsphere._radius;
xdash = xdash*l2w;
Vec3 ydash = bsphere._center;
ydash.y() += bsphere._radius;
ydash = ydash*l2w;
Vec3 zdash = bsphere._center;
zdash.z() += bsphere._radius;
zdash = zdash*l2w;
bsphere._center = bsphere._center*l2w;
xdash -= bsphere._center;
float len_xdash = xdash.length();
ydash -= bsphere._center;
float len_ydash = ydash.length();
zdash -= bsphere._center;
float len_zdash = zdash.length();
bsphere._radius = len_xdash;
if (bsphere._radius<len_ydash) bsphere._radius = len_ydash;
if (bsphere._radius<len_zdash) bsphere._radius = len_zdash;
return bsphere;
}