OpenSceneGraph/include/osg/AutoTransform
Robert Osfield ca61c11134 From David Fries, "I added code to also check the local up vector, but
only if one of the rotation modes is selected, because autoscale isn't
affected by the camera rotations. "
2004-08-17 07:58:32 +00:00

138 lines
4.7 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_AUTOTRANSFORM
#define OSG_AUTOTRANSFORM 1
#include <osg/Group>
#include <osg/Transform>
#include <osg/Quat>
namespace osg {
/** AutoTransform - is Transform the automatically scales or rotates
* to keep its children relative to screen space coordinates.
*/
class SG_EXPORT AutoTransform : public Transform
{
public :
AutoTransform();
AutoTransform(const AutoTransform& pat,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
virtual osg::Object* cloneType() const { return new AutoTransform (); }
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new AutoTransform (*this,copyop); }
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const AutoTransform *>(obj)!=NULL; }
virtual const char* className() const { return "AutoTransform"; }
virtual const char* libraryName() const { return "osg"; }
virtual void accept(NodeVisitor& nv);
virtual AutoTransform* asAutoTransform() { return this; }
virtual const AutoTransform* asAutoTransform() const { return this; }
inline void setPosition(const Vec3& pos) { _position = pos; _matrixDirty=true; dirtyBound(); }
inline const Vec3& getPosition() const { return _position; }
inline void setRotation(const Quat& quat) { _rotation = quat; _matrixDirty=true; dirtyBound(); }
inline const Quat& getRotation() const { return _rotation; }
inline void setScale(float scale) { _scale.set(scale,scale,scale); _matrixDirty=true; dirtyBound(); }
inline void setScale(const Vec3& scale) { _scale = scale; dirtyBound(); }
inline const Vec3& getScale() const { return _scale; }
inline void setPivotPoint(const Vec3& pivot) { _pivotPoint = pivot; _matrixDirty=true; dirtyBound(); }
inline const Vec3& getPivotPoint() const { return _pivotPoint; }
void setAutoUpdateEyeMovementTolerance(float tolerance) { _autoUpdateEyeMovementTolerance = tolerance; }
float getAutoUpdateEyeMovementTolerance() const { return _autoUpdateEyeMovementTolerance; }
enum AutoRotateMode
{
NO_ROTATION,
ROTATE_TO_SCREEN,
ROTATE_TO_CAMERA
};
void setAutoRotateMode(AutoRotateMode mode) { _autoRotateMode = mode; }
AutoRotateMode getAutoRotateMode() const { return _autoRotateMode; }
#ifdef USE_DEPRECATED_API
void setAutoRotateToScreen(bool autoRotateToScreen)
{
setAutoRotateMode(autoRotateToScreen?ROTATE_TO_SCREEN:NO_ROTATION);
}
bool getAutoRotateToCamera() const { return _autoRotateMode==ROTATE_TO_SCREEN; }
void setAutoRotateToCamera(bool autoRotateToCamera)
{
setAutoRotateMode(autoRotateToScreen?ROTATE_TO_CAMERA:NO_ROTATION);
}
bool getAutoRotateToCamera() const { return _autoRotateMode==ROTATE_TO_SCREEN; }
#endif
void setAutoScaleToScreen(bool autoScaleToScreen) { _autoScaleToScreen = autoScaleToScreen; _matrixDirty=true; }
bool getAutoScaleToScreen() const { return _autoScaleToScreen; }
virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const;
virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const;
protected :
virtual ~AutoTransform() {}
Vec3 _position;
Vec3 _pivotPoint;
float _autoUpdateEyeMovementTolerance;
AutoRotateMode _autoRotateMode;
bool _autoScaleToScreen;
mutable Quat _rotation;
mutable Vec3 _scale;
mutable bool _firstTimeToInitEyePoint;
mutable osg::Vec3 _previousEyePoint;
mutable osg::Vec3 _previousLocalUp;
mutable int _previousWidth;
mutable int _previousHeight;
mutable osg::Matrix _previousProjection;
mutable osg::Vec3 _previousPosition;
void computeMatrix() const;
mutable bool _matrixDirty;
mutable osg::Matrix _cachedMatrix;
};
}
#endif