86 lines
2.7 KiB
C++
86 lines
2.7 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_MATRIXTRANSFORM
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#define OSG_MATRIXTRANSFORM 1
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#include <osg/Transform>
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#include <osg/AnimationPath>
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namespace osg {
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/** MatrixTransform - is a subclass of Transform which has an osg::Matrix
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* which represents a 4x4 transformation of its children from local coordinates
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* into the Transform's parent coordinates.
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*/
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class OSG_EXPORT MatrixTransform : public Transform
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{
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public :
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MatrixTransform();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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MatrixTransform(const MatrixTransform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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MatrixTransform(const Matrix& matix);
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META_Node(osg, MatrixTransform);
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virtual MatrixTransform* asMatrixTransform() { return this; }
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virtual const MatrixTransform* asMatrixTransform() const { return this; }
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/** Set the transform's matrix.*/
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void setMatrix(const Matrix& mat) { _matrix = mat; _inverseDirty=true; dirtyBound(); }
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/** Get the matrix. */
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inline const Matrix& getMatrix() const { return _matrix; }
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/** pre multiply the transform's matrix.*/
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void preMult(const Matrix& mat) { _matrix.preMult(mat); _inverseDirty=true; dirtyBound(); }
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/** post multiply the transform's matrix.*/
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void postMult(const Matrix& mat) { _matrix.postMult(mat); _inverseDirty=true; dirtyBound(); }
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/** Get the inverse matrix. */
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inline const Matrix& getInverseMatrix() const
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{
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if (_inverseDirty)
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{
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_inverse.invert(_matrix);
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_inverseDirty = false;
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}
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return _inverse;
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}
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virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const;
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virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const;
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protected :
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virtual ~MatrixTransform();
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Matrix _matrix;
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mutable Matrix _inverse;
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mutable bool _inverseDirty;
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};
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}
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#endif
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