OpenSceneGraph/include/osg/DOFTransform
Robert Osfield e01f9eb891 Added shells for DOFTransform and PositionAttitudeTransform to the .osg
loader, still need to fill in the saving and loading of paramters.

Went through the distribution remove old API usage.
2002-08-06 17:07:05 +00:00

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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//created by Sasa Bistrovic
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
#if !defined(OSG_DOFTRANSFORM)
#define OSG_DOFTRANSFORM
//base class:
#include <osg/MatrixTransform>
namespace osg{
/** DOFTransform - encapsulates Multigen DOF behavior*/
class SG_EXPORT DOFTransform : public Transform
{
public:
/** constructor*/
DOFTransform();
/**copy constructor*/
DOFTransform(const DOFTransform& dof, const CopyOp& copyop=CopyOp::SHALLOW_COPY):
Transform(dof, copyop),
_minHPR(dof._minHPR),
_maxHPR(dof._maxHPR),
_currentHPR(dof._currentHPR),
_incrementHPR(dof._incrementHPR),
_minTranslate(dof._minTranslate),
_maxTranslate(dof._maxTranslate),
_currentTranslate(dof._currentTranslate),
_incrementTranslate(dof._incrementTranslate),
_minScale(dof._minScale),
_maxScale(dof._maxScale),
_currentScale(dof._currentScale),
_incrementScale(dof._incrementScale),
_Put(dof._Put),
_inversePut(dof._inversePut),
_limitationFlags(dof._limitationFlags),
_animationOn(dof._animationOn),
_increasingFlags(dof._increasingFlags) {}
META_Node(osg, DOFTransform);
void loadMinHPR(const Vec3& hpr) {_minHPR = hpr;}
void loadMaxHPR(const Vec3& hpr) {_maxHPR = hpr;}
void loadCurrentHPR(const Vec3& hpr) {_currentHPR = hpr;}
void loadIncrementHPR(const Vec3& hpr) {_incrementHPR = hpr;}
void setCurrentHPR(const Vec3& hpr);
void loadMinTranslate(const Vec3& translate) {_minTranslate = translate;}
void loadMaxTranslate(const Vec3& translate) {_maxTranslate = translate;}
void loadCurrentTranslate(const Vec3& translate){_currentTranslate = translate;}
void loadIncrementTranslate(const Vec3& translate) {_incrementTranslate = translate;}
void setCurrentTranslate(const Vec3& translate);
void loadMinScale(const Vec3& scale) {_minScale = scale;}
void loadMaxScale(const Vec3& scale) {_maxScale = scale;}
void loadCurrentScale(const Vec3& scale) {_currentScale = scale;}
void loadIncrementScale(const Vec3& scale) {_incrementScale = scale;}
void setCurrentScale(const Vec3& scale);
void setPutMatrix(const Matrix& put) {_Put = put;}
void setInversePutMatrix(const Matrix& inversePut) {_inversePut = inversePut;}
void setLimitationFlags(const unsigned long flags) {_limitationFlags = flags;}
inline const Vec3& getCurrentHPR() const {return _currentHPR;}
inline const Vec3& getCurrentTranslate() const {return _currentTranslate;}
inline const Vec3& getCurrentScale() const {return _currentScale;}
inline const Matrix& getPutMatrix() const {return _Put;}
inline const Matrix& getInversePutMatrix() const {return _inversePut;}
inline const unsigned long getLimitationFlags() const {return _limitationFlags;}
inline void setAnimationOn(bool do_animate) {_animationOn = do_animate;}
inline const bool animationOn() const {return _animationOn;}
// inline const bool increasing() const {return _increasing;}
void animate();
protected:
virtual ~DOFTransform() {}
Vec3 _minHPR;
Vec3 _maxHPR;
Vec3 _currentHPR;
Vec3 _incrementHPR;
Vec3 _minTranslate;
Vec3 _maxTranslate;
Vec3 _currentTranslate;
Vec3 _incrementTranslate;
Vec3 _minScale;
Vec3 _maxScale;
Vec3 _currentScale;
Vec3 _incrementScale;
Matrix _Put;
Matrix _inversePut;
unsigned long _limitationFlags;
/* bits from left to right
0 = x translation limited (2^31)
1 = y translation limited (2^30)
2 = z translation limited (2^29)
3 = pitch limited (2^28)
4 = roll limited (2^27)
5 = yaw limited (2^26)
6 = x scale limited (2^25)
7 = y scale limited (2^24)
8 = z scale limited (2^23)
else reserved
*/
bool _animationOn;
/** flags indicating whether value is incerasing or decreasing in animation
bits form right to left, 1 means increasing while 0 is decreasing
0 = x translation
1 = y translation
2 = z translation
3 = pitch
4 = roll
5 = yaw
6 = x scale
7 = y scale
8 = z scale
*/
unsigned short _increasingFlags;
};
}
#endif