322 lines
18 KiB
HTML
322 lines
18 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<HTML>
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<TITLE>class SG_EXPORT osg::Transform</TITLE>
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<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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<BODY BGCOLOR="#ffffff">
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Transform</A></H2></H2><BLOCKQUOTE>Transform - is group which all children are transformed by the the Transform's osg::Matrix.</BLOCKQUOTE>
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<HR>
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<H2>Inheritance:</H2>
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<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
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<param name=classes value="MNode,M,CGroup,MGroup.html,CTransform,MTransform.html,CPositionAttitudeTransform,MPositionAttitudeTransform.html">
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<param name=before value="M,M,M,M^_">
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<param name=after value="Md_SP,Md_,M,M">
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<param name=indent value="0,1,2,2">
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<param name=arrowdir value="down">
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</APPLET>
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<HR>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.112.1">Transform</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.112.2">Transform</A></B>(const <!1><A HREF="Transform.html#DOC.2.112.2">Transform</A>&, const <!1><A HREF="CopyOp.html">CopyOp</A>& copyop=CopyOp::SHALLOW_COPY)
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<DD><I>Copy constructor using CopyOp to manage deep vs shallow copy</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.112.3">Transform</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>& matix)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.112.4">META_Node</A></B>(<!1><A HREF="Transform.html">Transform</A>)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.112.6">setReferenceFrame</A></B>(<!1><A HREF="Transform.html#DOC.2.112.5">ReferenceFrame</A> rf)
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<DD><I>Set the transform's ReferenceFrame, either to be realtive to its parent reference frame, or relative to an absolute coordinate frame.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Transform.html#DOC.2.112.5">ReferenceFrame</A> <B><A HREF="#DOC.2.112.7">getReferenceFrame</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.112.9">setComputeTransformCallback</A></B>(<!1><A HREF="Transform.html#DOC.2.112.8">ComputeTransformCallback</A>* ctc)
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<DD><I>Set the ComputerTransfromCallback which allows users to attach custom computation of the local transformation as seen by cull traversers and alike</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Transform.html#DOC.2.112.8">ComputeTransformCallback</A>* <B><A HREF="#DOC.2.112.10">getComputeTransformCallback</A></B>()
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<DD><I>Get the non const ComputerTransfromCallback</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Transform.html#DOC.2.112.8">ComputeTransformCallback</A>* <B><A HREF="#DOC.2.112.11">getComputeTransformCallback</A></B>() const
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<DD><I>Get the const ComputerTransfromCallback</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.112.12">getLocalToWorldMatrix</A></B>(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const
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<DD><I>Get the transformation matrix which moves from local coords to world coords.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.112.13">getWorldToLocalMatrix</A></B>(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const
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<DD><I>Get the transformation matrix which moves from world coords to local coords.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.112.14">setMatrix</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>& mat)
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<DD><I>Set the transform's matrix</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Matrix.html">Matrix</A>& <B><A HREF="#DOC.2.112.15">getMatrix</A></B>() const
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<DD><I>Get the transform's matrix.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.112.16">preMult</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>& mat)
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<DD><I>preMult transform</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.112.17">postMult</A></B>(const <!1><A HREF="Matrix.html">Matrix</A>& mat)
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<DD><I>postMult transform</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.112.18">computeLocalToWorldMatrix</A></B>(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.112.19">computeWorldToLocalMatrix</A></B>(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const
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</DL></P>
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<P><DL>
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<DT><H3>Public Members</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.112.5">ReferenceFrame</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>struct <B><A HREF="#DOC.2.112.8">ComputeTransformCallback</A></B>: public <!1><A HREF="Referenced.html">osg::Referenced</A>
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<DD><I>Callback attached to an Transform to specifiy how to compute the modelview transformation for the transform below the Transform node</I>
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</DL></P>
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<P><DL>
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<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Transform.html#DOC.2.112.8">ComputeTransformCallback</A>> <B><A HREF="#DOC.2.112.23">_computeTransformCallback</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Transform.html#DOC.2.112.5">ReferenceFrame</A> <B><A HREF="#DOC.2.112.24">_referenceFrame</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> <B><A HREF="#DOC.2.112.25">_matrix</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> <B><A HREF="#DOC.2.112.26">_inverse</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable bool <B><A HREF="#DOC.2.112.27">_inverseDirty</A></B>
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</DL></P>
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<P><DL>
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<DT><H3>Protected Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.112.20">~Transform</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const bool <B><A HREF="#DOC.2.112.21">computeBound</A></B>() const
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<DD><I>Override's Group's computeBound.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.112.22">computeInverse</A></B>() const
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</DL></P>
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</DL>
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<HR><H3>Inherited from <A HREF="Group.html">Group</A>:</H3>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>virtual void <B>traverse</B>(<!1><A HREF="NodeVisitor.html">NodeVisitor</A>& nv)
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual bool <B>addChild</B>( Node* child )
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual bool <B>removeChild</B>( Node* child )
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<DT>
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<IMG ALT="o" SRC=icon2.gif>virtual bool <B>replaceChild</B>( Node* origChild, Node* newChild )
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline const unsigned int <B>getNumChildren</B>() const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline Node* <B>getChild</B>( const unsigned int i )
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline const Node* <B>getChild</B>( const unsigned int i ) const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline bool <B>containsNode</B>( const Node* node ) const
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline ChildList::iterator <B>findNode</B>( const Node* node )
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<DT>
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<IMG ALT="o" SRC=icon2.gif>inline ChildList::const_iterator <B>findNode</B>( const Node* node ) const
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</DL></P>
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<P><DL>
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<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>ChildList <B>_children</B>
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</DL></P>
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</DL>
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<A NAME="DOC.DOCU"></A>
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<HR>
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<H2>Documentation</H2>
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<BLOCKQUOTE>Transform - is group which all children are transformed by the the Transform's osg::Matrix.
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Typical uses
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of the Transform is for positioning objects within a scene or
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producing trackball functionality or for animation.
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The Transform node can be customized via the ComputeTransfromCallback which can be
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attached to the node, this might be used to convert internal representations of the transformation
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into generic osg::Matrix'c which are used during scene grpah traversal, such as CullTraversal and IntersectionTraversal.
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Note, if the transformation matrix scales the subgraph then the
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normals of the underlying geometry will need to be renormalized to
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be unit vectors once more. One can done transparently through OpenGL's
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use of either GL_NORMALIZE and GL_SCALE_NORMALIZE modes. Further
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background reading see the glNormalize documentation in the OpenGL Reference
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Guide (the blue book). To enable it in the OSG, you simple need to
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attach a local osg::StateSet to the osg::Transform, and set the appropriate
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mode to on via stateset->setMode(GL_NORMALIZE,osg::StateAttribute::ON);.</BLOCKQUOTE>
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<DL>
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<A NAME="Transform"></A>
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<A NAME="DOC.2.112.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Transform()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Transform"></A>
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<A NAME="DOC.2.112.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Transform(const <!1><A HREF="Transform.html#DOC.2.112.2">Transform</A>&, const <!1><A HREF="CopyOp.html">CopyOp</A>& copyop=CopyOp::SHALLOW_COPY)</B></TT>
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<DD>Copy constructor using CopyOp to manage deep vs shallow copy
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<DL><DT><DD></DL><P>
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<A NAME="Transform"></A>
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<A NAME="DOC.2.112.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Transform(const <!1><A HREF="Matrix.html">Matrix</A>& matix)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="META_Node"></A>
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<A NAME="DOC.2.112.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> META_Node(<!1><A HREF="Transform.html">Transform</A>)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="ReferenceFrame"></A>
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<A NAME="DOC.2.112.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum ReferenceFrame</B></TT>
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<DL><DT><DD></DL><P><DL>
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<A NAME="RELATIVE_TO_PARENTS"></A>
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<A NAME="DOC.2.112.5.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> RELATIVE_TO_PARENTS</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="RELATIVE_TO_ABSOLUTE"></A>
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<A NAME="DOC.2.112.5.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> RELATIVE_TO_ABSOLUTE</B></TT>
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<DL><DT><DD></DL><P></DL>
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<A NAME="setReferenceFrame"></A>
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<A NAME="DOC.2.112.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setReferenceFrame(<!1><A HREF="Transform.html#DOC.2.112.5">ReferenceFrame</A> rf)</B></TT>
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<DD>Set the transform's ReferenceFrame, either to be realtive to its parent reference frame,
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or relative to an absolute coordinate frame. RELATIVE_TO_PARENTS is the default.
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Note, setting the RefrenceFrame to be RELATIVE_TO_ABSOLUTE will also set the CullingActive flag on the
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transform, and hence all its parents, to false, therby disabling culling of it and all its
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parents. This is neccessary to prevent inappropriate culling, but may impact of cull times
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if the absolute transform is deep in the scene graph, it is therefore recommend to only use
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abolsoute Transforms at the top of the scene, for such things as headlight LightSource's or
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Head up displays.
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<DL><DT><DD></DL><P>
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<A NAME="getReferenceFrame"></A>
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<A NAME="DOC.2.112.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Transform.html#DOC.2.112.5">ReferenceFrame</A> getReferenceFrame() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="ComputeTransformCallback"></A>
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<A NAME="DOC.2.112.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>struct ComputeTransformCallback: public <!1><A HREF="Referenced.html">osg::Referenced</A></B></TT>
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<DD>Callback attached to an Transform to specifiy how to compute the modelview transformation
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for the transform below the Transform node
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<DL><DT><DD></DL><P><DL>
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<A NAME="computeLocalToWorldMatrix"></A>
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<A NAME="DOC.2.112.8.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeLocalToWorldMatrix(<!1><A HREF="Matrix.html">Matrix</A>& matrix, const <!1><A HREF="Transform.html">Transform</A>* <!1><A HREF="Polytope.html#DOC.2.85.24">transform</A>, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const = 0</B></TT>
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<DD>Get the transformation matrix which moves from local coords to world coords
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<DL><DT><DD></DL><P>
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<A NAME="computeWorldToLocalMatrix"></A>
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<A NAME="DOC.2.112.8.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeWorldToLocalMatrix(<!1><A HREF="Matrix.html">Matrix</A>& matrix, const <!1><A HREF="Transform.html">Transform</A>* <!1><A HREF="Polytope.html#DOC.2.85.24">transform</A>, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const = 0</B></TT>
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<DD>Get the transformation matrix which moves from world coords to local coords
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<DL><DT><DD></DL><P></DL>
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<A NAME="setComputeTransformCallback"></A>
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<A NAME="DOC.2.112.9"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setComputeTransformCallback(<!1><A HREF="Transform.html#DOC.2.112.8">ComputeTransformCallback</A>* ctc)</B></TT>
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<DD>Set the ComputerTransfromCallback which allows users to attach custom computation of the local transformation as
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seen by cull traversers and alike
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<DL><DT><DD></DL><P>
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<A NAME="getComputeTransformCallback"></A>
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<A NAME="DOC.2.112.10"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Transform.html#DOC.2.112.8">ComputeTransformCallback</A>* getComputeTransformCallback()</B></TT>
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<DD>Get the non const ComputerTransfromCallback
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<DL><DT><DD></DL><P>
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<A NAME="getComputeTransformCallback"></A>
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<A NAME="DOC.2.112.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Transform.html#DOC.2.112.8">ComputeTransformCallback</A>* getComputeTransformCallback() const </B></TT>
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<DD>Get the const ComputerTransfromCallback
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<DL><DT><DD></DL><P>
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<A NAME="getLocalToWorldMatrix"></A>
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<A NAME="DOC.2.112.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getLocalToWorldMatrix(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const </B></TT>
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<DD>Get the transformation matrix which moves from local coords to world coords.
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Return true if Matrix passed in has been modified and
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<DL><DT><DD></DL><P>
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<A NAME="getWorldToLocalMatrix"></A>
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<A NAME="DOC.2.112.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool getWorldToLocalMatrix(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>* nv) const </B></TT>
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<DD>Get the transformation matrix which moves from world coords to local coords.
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Return true if Matrix passed in has been modified and
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<DL><DT><DD></DL><P>
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<A NAME="setMatrix"></A>
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<A NAME="DOC.2.112.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setMatrix(const <!1><A HREF="Matrix.html">Matrix</A>& mat)</B></TT>
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<DD>Set the transform's matrix
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<DL><DT><DD></DL><P>
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<A NAME="getMatrix"></A>
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<A NAME="DOC.2.112.15"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Matrix.html">Matrix</A>& getMatrix() const </B></TT>
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<DD>Get the transform's matrix.
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<DL><DT><DD></DL><P>
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<A NAME="preMult"></A>
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<A NAME="DOC.2.112.16"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void preMult(const <!1><A HREF="Matrix.html">Matrix</A>& mat)</B></TT>
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<DD>preMult transform
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<DL><DT><DD></DL><P>
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<A NAME="postMult"></A>
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<A NAME="DOC.2.112.17"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void postMult(const <!1><A HREF="Matrix.html">Matrix</A>& mat)</B></TT>
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<DD>postMult transform
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<DL><DT><DD></DL><P>
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<A NAME="computeLocalToWorldMatrix"></A>
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<A NAME="DOC.2.112.18"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeLocalToWorldMatrix(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="computeWorldToLocalMatrix"></A>
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<A NAME="DOC.2.112.19"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeWorldToLocalMatrix(<!1><A HREF="Matrix.html">Matrix</A>& matrix, <!1><A HREF="NodeVisitor.html">NodeVisitor</A>*) const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="~Transform"></A>
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<A NAME="DOC.2.112.20"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Transform()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="computeBound"></A>
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<A NAME="DOC.2.112.21"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const bool computeBound() const </B></TT>
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<DD>Override's Group's computeBound.
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There is no need to override in subclasses from osg::Transform since this computeBound() uses
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the underlying matrix (calling computeMatrix if required.)
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<DL><DT><DD></DL><P>
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<A NAME="computeInverse"></A>
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<A NAME="DOC.2.112.22"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void computeInverse() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_computeTransformCallback"></A>
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<A NAME="DOC.2.112.23"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Transform.html#DOC.2.112.8">ComputeTransformCallback</A>> _computeTransformCallback</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_referenceFrame"></A>
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<A NAME="DOC.2.112.24"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Transform.html#DOC.2.112.5">ReferenceFrame</A> _referenceFrame</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_matrix"></A>
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<A NAME="DOC.2.112.25"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> _matrix</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_inverse"></A>
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<A NAME="DOC.2.112.26"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A><<!1><A HREF="Matrix.html">Matrix</A>> _inverse</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_inverseDirty"></A>
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<A NAME="DOC.2.112.27"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable bool _inverseDirty</B></TT>
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<DL><DT><DD></DL><P></DL>
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<HR>
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<DL><DT><B>Direct child classes:
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</B><DD><A HREF="PositionAttitudeTransform.html">PositionAttitudeTransform</A><BR>
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</DL>
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<DL><DT><DD></DL><P><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I></P><HR>
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<BR>
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