f9cc8783b3
demo to show it action.
112 lines
3.3 KiB
Plaintext
112 lines
3.3 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
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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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#ifndef OSG_MATRIXTRANSFORM
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#define OSG_MATRIXTRANSFORM 1
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#include <osg/Transform>
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#include <osg/AnimationPath>
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namespace osg {
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/** MatrixTransform - is a subclass of Transform which has an osg::Matrix
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* which represent a 4x4 transformation of its children from local cordinates
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* into the Transform's parent coordinates.
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*/
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class SG_EXPORT MatrixTransform : public Transform
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{
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public :
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MatrixTransform();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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MatrixTransform(const MatrixTransform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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MatrixTransform(const Matrix& matix);
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META_Node(osg, MatrixTransform);
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/** Set the transform's matrix.*/
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void setMatrix(const Matrix& mat) { (*_matrix) = mat; _inverseDirty=true; dirtyBound(); }
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/** Get the matrix. */
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inline const Matrix& getMatrix() const { return *_matrix; }
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/** pre multiply the transforms matrix.*/
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void preMult(const Matrix& mat) { _matrix->preMult(mat); _inverseDirty=true; dirtyBound(); }
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/** post multiply the transforms matrix.*/
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void postMult(const Matrix& mat) { _matrix->postMult(mat); _inverseDirty=true; dirtyBound(); }
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/** Get the inverse matrix. */
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inline const Matrix& getInverseMatrix() const
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{
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if (_inverseDirty)
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{
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_inverse->invert(*_matrix);
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_inverseDirty = false;
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}
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return *_inverse;
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}
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virtual const bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const
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{
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if (_referenceFrame==RELATIVE_TO_PARENTS)
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{
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matrix.preMult(*_matrix);
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}
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else // absolute
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{
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matrix = *_matrix;
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}
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return true;
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}
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virtual const bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const
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{
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const Matrix& inverse = getInverseMatrix();
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if (_referenceFrame==RELATIVE_TO_PARENTS)
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{
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matrix.postMult(inverse);
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}
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else // absolute
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{
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matrix = inverse;
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}
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return true;
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}
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/** Callback which can be attached to a MatrixTransform as an app
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* callback to allow it to follow the path defined by a AnimationPath.*/
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class AnimationPathCallback : public NodeCallback
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{
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public:
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AnimationPathCallback(AnimationPath* ap):
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_animationPath(ap),
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_firstTime(0.0) {}
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/** implements the callback*/
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virtual void operator()(Node* node, NodeVisitor* nv);
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ref_ptr<AnimationPath> _animationPath;
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double _firstTime;
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};
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protected :
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virtual ~MatrixTransform();
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ref_ptr<Matrix> _matrix;
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mutable ref_ptr<Matrix> _inverse;
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mutable bool _inverseDirty;
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};
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}
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#endif
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