cb8025d913
it consistent with the rest of the osg::Matrix naming. Updated OSG distribution to account for new name. Added support for the STATIC/DYNAMIC osg::Transform::Type to the .osg ASCII reader/writer plugin and the flt reader plugin. Removed the non cost version of osg::Transform::getMatrix() as this could by pass the dirty mechinism.
80 lines
2.2 KiB
Plaintext
80 lines
2.2 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 trakerball functionality or for animation.
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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 Marix
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* value is updated duing the main loop, or STATIC - the Matrix
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* is constant throughut 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 performanc so unless you plan to modify the
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* Matrix explicity 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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