29490a8c1c
rather than depending upon callbacks for animating and compute matrices. Merged the put/inverseput code between Sasa's and Ferndinand's DOF code. From Bora Utka, Added support to osg::Sequence/OpenFlight AnimNode to the flt plugin.
143 lines
4.8 KiB
Plaintext
143 lines
4.8 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
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//created by Sasa Bistrovic
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#if !defined(OSG_DOFTRANSFORM)
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#define OSG_DOFTRANSFORM
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//base class:
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#include <osg/MatrixTransform>
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namespace osg{
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/** DOFTransform - encapsulates Multigen DOF behavior*/
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class SG_EXPORT DOFTransform : public Transform
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{
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public:
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/** constructor*/
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DOFTransform();
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/**copy constructor*/
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DOFTransform(const DOFTransform& dof, const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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Transform(dof, copyop),
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_minHPR(dof._minHPR),
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_maxHPR(dof._maxHPR),
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_currentHPR(dof._currentHPR),
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_incrementHPR(dof._incrementHPR),
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_minTranslate(dof._minTranslate),
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_maxTranslate(dof._maxTranslate),
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_currentTranslate(dof._currentTranslate),
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_incrementTranslate(dof._incrementTranslate),
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_minScale(dof._minScale),
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_maxScale(dof._maxScale),
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_currentScale(dof._currentScale),
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_incrementScale(dof._incrementScale),
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_Put(dof._Put),
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_inversePut(dof._inversePut),
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_limitationFlags(dof._limitationFlags),
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_animationOn(dof._animationOn),
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_increasingFlags(dof._increasingFlags) {}
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META_Node(osg, DOFTransform);
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virtual void traverse(NodeVisitor& nv);
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void setMinHPR(const Vec3& hpr) {_minHPR = hpr;}
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void setMaxHPR(const Vec3& hpr) {_maxHPR = hpr;}
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void setCurrentHPR(const Vec3& hpr) {_currentHPR = hpr;}
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void setIncrementHPR(const Vec3& hpr) {_incrementHPR = hpr;}
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void updateCurrentHPR(const Vec3& hpr);
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void setMinTranslate(const Vec3& translate) {_minTranslate = translate;}
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void setMaxTranslate(const Vec3& translate) {_maxTranslate = translate;}
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void setCurrentTranslate(const Vec3& translate){_currentTranslate = translate;}
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void setIncrementTranslate(const Vec3& translate) {_incrementTranslate = translate;}
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void updateCurrentTranslate(const Vec3& translate);
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void setMinScale(const Vec3& scale) {_minScale = scale;}
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void setMaxScale(const Vec3& scale) {_maxScale = scale;}
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void setCurrentScale(const Vec3& scale) {_currentScale = scale;}
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void setIncrementScale(const Vec3& scale) {_incrementScale = scale;}
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void updateCurrentScale(const Vec3& scale);
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void setPutMatrix(const Matrix& put) {_Put = put;}
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void setInversePutMatrix(const Matrix& inversePut) {_inversePut = inversePut;}
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void setLimitationFlags(const unsigned long flags) {_limitationFlags = flags;}
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inline const Vec3& getCurrentHPR() const {return _currentHPR;}
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inline const Vec3& getCurrentTranslate() const {return _currentTranslate;}
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inline const Vec3& getCurrentScale() const {return _currentScale;}
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inline const Matrix& getPutMatrix() const {return _Put;}
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inline const Matrix& getInversePutMatrix() const {return _inversePut;}
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inline const unsigned long getLimitationFlags() const {return _limitationFlags;}
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inline void setAnimationOn(bool do_animate) {_animationOn = do_animate;}
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inline const bool animationOn() const {return _animationOn;}
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void animate();
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virtual const bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const;
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virtual const bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const;
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protected:
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virtual ~DOFTransform() {}
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Vec3 _minHPR;
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Vec3 _maxHPR;
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Vec3 _currentHPR;
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Vec3 _incrementHPR;
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Vec3 _minTranslate;
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Vec3 _maxTranslate;
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Vec3 _currentTranslate;
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Vec3 _incrementTranslate;
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Vec3 _minScale;
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Vec3 _maxScale;
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Vec3 _currentScale;
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Vec3 _incrementScale;
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Matrix _Put;
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Matrix _inversePut;
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unsigned long _limitationFlags;
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/* bits from left to right
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0 = x translation limited (2^31)
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1 = y translation limited (2^30)
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2 = z translation limited (2^29)
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3 = pitch limited (2^28)
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4 = roll limited (2^27)
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5 = yaw limited (2^26)
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6 = x scale limited (2^25)
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7 = y scale limited (2^24)
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8 = z scale limited (2^23)
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else reserved
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*/
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bool _animationOn;
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/** flags indicating whether value is incerasing or decreasing in animation
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bits form right to left, 1 means increasing while 0 is decreasing
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0 = x translation
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1 = y translation
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2 = z translation
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3 = pitch
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4 = roll
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5 = yaw
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6 = x scale
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7 = y scale
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8 = z scale
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*/
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unsigned short _increasingFlags;
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};
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}
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#endif
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