OpenSceneGraph/include/osg/MatrixTransform

86 lines
2.7 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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_MATRIXTRANSFORM
#define OSG_MATRIXTRANSFORM 1
#include <osg/Transform>
#include <osg/AnimationPath>
namespace osg {
/** MatrixTransform - is a subclass of Transform which has an osg::Matrix
* which represents a 4x4 transformation of its children from local coordinates
* into the Transform's parent coordinates.
*/
class OSG_EXPORT MatrixTransform : public Transform
{
public :
MatrixTransform();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
MatrixTransform(const MatrixTransform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
MatrixTransform(const Matrix& matix);
META_Node(osg, MatrixTransform);
virtual MatrixTransform* asMatrixTransform() { return this; }
virtual const MatrixTransform* asMatrixTransform() const { return this; }
/** Set the transform's matrix.*/
void setMatrix(const Matrix& mat) { _matrix = mat; _inverseDirty=true; dirtyBound(); }
/** Get the matrix. */
inline const Matrix& getMatrix() const { return _matrix; }
/** pre multiply the transform's matrix.*/
void preMult(const Matrix& mat) { _matrix.preMult(mat); _inverseDirty=true; dirtyBound(); }
/** post multiply the transform's matrix.*/
void postMult(const Matrix& mat) { _matrix.postMult(mat); _inverseDirty=true; dirtyBound(); }
/** Get the inverse matrix. */
inline const Matrix& getInverseMatrix() const
{
if (_inverseDirty)
{
_inverse.invert(_matrix);
_inverseDirty = false;
}
return _inverse;
}
virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const;
virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const;
protected :
virtual ~MatrixTransform();
Matrix _matrix;
mutable Matrix _inverse;
mutable bool _inverseDirty;
};
}
#endif