Have taken a few more steps towards support for view dependant transformations

by adding a ComputeTransformCallback to osg::Transform, and have now removed
the recently added AutoTransform since it is nolonger required.  Have also
updated CullVisitor to account for the new ways for tracking transformation
matrices in the scene.
This commit is contained in:
Robert Osfield
2002-02-05 21:54:46 +00:00
parent 7293af59ed
commit a703130aa0
18 changed files with 255 additions and 343 deletions

View File

@@ -6,24 +6,16 @@ Transform::Transform()
{
_type = DYNAMIC;
_mode = MODEL;
_localToWorld = new Matrix;
_localToWorld->makeIdentity();
_localToWorldDirty = false;
_worldToLocal = new Matrix;
_worldToLocal->makeIdentity();
_worldToLocalDirty = false;
_matrix = new Matrix;
}
Transform::Transform(const Transform& transform,const CopyOp& copyop):
Group(transform,copyop),
_type(transform._type),
_mode(transform._mode),
_localToWorldDirty(transform._localToWorldDirty),
_localToWorld(transform._localToWorld),
_worldToLocalDirty(transform._worldToLocalDirty),
_worldToLocal(transform._localToWorld)
_computeTransformCallback(_computeTransformCallback),
_matrix(new Matrix(*transform._matrix))
{
}
@@ -32,11 +24,7 @@ Transform::Transform(const Matrix& mat )
_type = DYNAMIC;
_mode = MODEL;
_localToWorld = new Matrix(mat);
_localToWorldDirty = false;
_worldToLocal = new Matrix;
_worldToLocalDirty = true;
_matrix = new Matrix(mat);
}
@@ -44,118 +32,48 @@ Transform::~Transform()
{
}
void Transform::setMatrix(const Matrix& mat )
{
if (_mode==MODEL)
{
(*_localToWorld) = mat;
_localToWorldDirty = false;
_worldToLocalDirty = true;
}
else
{
(*_worldToLocal) = mat;
_worldToLocalDirty = false;
_localToWorldDirty = true;
}
dirtyBound();
}
/** preMult transform.*/
void Transform::preMult( const Matrix& mat )
{
if (_mode==MODEL)
{
_localToWorld->preMult(mat);
_localToWorldDirty = false;
_worldToLocalDirty = true;
}
else
{
_worldToLocal->preMult(mat);
_worldToLocalDirty = false;
_localToWorldDirty = true;
}
dirtyBound();
}
/** postMult transform.*/
void Transform::postMult( const Matrix& mat )
{
if (_mode==MODEL)
{
_localToWorld->postMult(mat);
_localToWorldDirty = false;
_worldToLocalDirty = true;
}
else
{
_worldToLocal->postMult(mat);
_worldToLocalDirty = false;
_localToWorldDirty = true;
}
dirtyBound();
}
const bool Transform::computeBound() const
{
if (!Group::computeBound()) return false;
if (_localToWorldDirty) computeLocalToWorld();
Vec3 xdash = _bsphere._center;
xdash.x() += _bsphere._radius;
xdash = xdash*(*_localToWorld);
Vec3 ydash = _bsphere._center;
ydash.y() += _bsphere._radius;
ydash = ydash*(*_localToWorld);
Vec3 zdash = _bsphere._center;
zdash.y() += _bsphere._radius;
zdash = zdash*(*_localToWorld);
_bsphere._center = _bsphere._center*(*_localToWorld);
xdash -= _bsphere._center;
float len_xdash = xdash.length();
ydash -= _bsphere._center;
float len_ydash = ydash.length();
zdash -= _bsphere._center;
float len_zdash = zdash.length();
_bsphere._radius = len_xdash;
if (_bsphere._radius<len_ydash) _bsphere._radius = len_ydash;
if (_bsphere._radius<len_zdash) _bsphere._radius = len_zdash;
return true;
}
void Transform::computeLocalToWorld() const
{
if (_localToWorldDirty)
// note, NULL pointer for NodeVisitor, so compute's need
// to handle this case gracefully, normally this should not be a problem.
Matrix l2w;
if (getLocalToWorldMatrix(l2w,NULL))
{
if (_mode==VIEW)
{
_localToWorld->invert(*_worldToLocal);
}
_localToWorldDirty = false;
}
}
void Transform::computeWorldToLocal() const
{
if (_worldToLocalDirty)
{
if (_mode==MODEL)
{
_worldToLocal->invert(*_localToWorld);
}
_worldToLocalDirty = false;
Vec3 xdash = _bsphere._center;
xdash.x() += _bsphere._radius;
xdash = xdash*l2w;
Vec3 ydash = _bsphere._center;
ydash.y() += _bsphere._radius;
ydash = ydash*l2w;
Vec3 zdash = _bsphere._center;
zdash.y() += _bsphere._radius;
zdash = zdash*l2w;
_bsphere._center = _bsphere._center*l2w;
xdash -= _bsphere._center;
float len_xdash = xdash.length();
ydash -= _bsphere._center;
float len_ydash = ydash.length();
zdash -= _bsphere._center;
float len_zdash = zdash.length();
_bsphere._radius = len_xdash;
if (_bsphere._radius<len_ydash) _bsphere._radius = len_ydash;
if (_bsphere._radius<len_zdash) _bsphere._radius = len_zdash;
return true;
}
else
{
_bsphere.init();
return false;
}
}