OpenSceneGraph/include/osg/PositionAttitudeTransform
2012-03-21 17:36:20 +00:00

79 lines
2.6 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.
*/
#ifndef OSG_POSITIONATTITUDETRANSFORM
#define OSG_POSITIONATTITUDETRANSFORM 1
#include <osg/Group>
#include <osg/Transform>
#include <osg/AnimationPath>
#include <osg/Vec3d>
#include <osg/Quat>
namespace osg {
/** PositionAttitudeTransform - is a Transform. Sets the coordinate transform
via a Vec3 position and Quat attitude.
*/
class OSG_EXPORT PositionAttitudeTransform : public Transform
{
public :
PositionAttitudeTransform();
PositionAttitudeTransform(const PositionAttitudeTransform& pat,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
Transform(pat,copyop),
_position(pat._position),
_attitude(pat._attitude),
_scale(pat._scale),
_pivotPoint(pat._pivotPoint) {}
META_Node(osg, PositionAttitudeTransform);
virtual PositionAttitudeTransform* asPositionAttitudeTransform() { return this; }
virtual const PositionAttitudeTransform* asPositionAttitudeTransform() const { return this; }
inline void setPosition(const Vec3d& pos) { _position = pos; dirtyBound(); }
inline const Vec3d& getPosition() const { return _position; }
inline void setAttitude(const Quat& quat) { _attitude = quat; dirtyBound(); }
inline const Quat& getAttitude() const { return _attitude; }
inline void setScale(const Vec3d& scale) { _scale = scale; dirtyBound(); }
inline const Vec3d& getScale() const { return _scale; }
inline void setPivotPoint(const Vec3d& pivot) { _pivotPoint = pivot; dirtyBound(); }
inline const Vec3d& getPivotPoint() const { return _pivotPoint; }
virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const;
virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const;
protected :
virtual ~PositionAttitudeTransform() {}
Vec3d _position;
Quat _attitude;
Vec3d _scale;
Vec3d _pivotPoint;
};
}
#endif