OpenSceneGraph/include/osg/Transform
Robert Osfield cb8025d913 Renamed osg::Matric::makeIdent() to osg::Matrix::makeIdentity() to make
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.
2001-12-15 16:56:39 +00:00

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//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
#ifndef OSG_TRANSFORM
#define OSG_TRANSFORM 1
#include <osg/Group>
#include <osg/Matrix>
namespace osg {
/** Transform - is group which all children
are transformed by the the Transform's osg::Matrix. Typical uses
of the Transform is for positioning objects within a scene or
producing trakerball functionality or for animation.
*/
class SG_EXPORT Transform : public Group
{
public :
Transform();
Transform(const Matrix& matix);
META_Node(Transform);
/** Range of type that the Transform can be.*/
enum Type
{
DYNAMIC,
STATIC
};
/** Set the Transform Type, which can be DYNAMIC - the Marix
* value is updated duing the main loop, or STATIC - the Matrix
* is constant throughut the life of the main loop. STATIC
* Transforms can be optimized away is some instances, which
* can improve performanc so unless you plan to modify the
* Matrix explicity set the Matrix to STATIC. The default
* value is DYNAMIC.*/
inline void setType(Type type) { _type = type; }
/** Get the Transform Type.*/
inline const Type getType() const { return _type; }
inline const Matrix& getMatrix() const { return *_matrix; }
inline void setMatrix(const Matrix& mat )
{
(*_matrix) = mat;
dirtyBound();
}
/** preMult trasforms relative to the childrens coordinate system.*/
inline void preMult( const Matrix& mat )
{
(*_matrix) = mat * (*_matrix);
dirtyBound();
}
/** postMult trasforms relative to the parents coordinate system.*/
inline void postMult( const Matrix& mat )
{
(*_matrix) = (*_matrix) * mat;
dirtyBound();
}
protected :
virtual ~Transform();
virtual const bool computeBound() const;
Type _type;
ref_ptr<Matrix> _matrix;
};
};
#endif