Made the following name changes to Matrix and Quat to clean them up and make

the functionality clear given the name.  This will break user code unfortunately
so please be away of the following mapping.

  osg::Matrix::makeTrans(..)?\026 -> osg::Matrix::makeTranslate(..)
  osg::Matrix::makeRot(..)?\026   -> osg::Matrix::makeRotate(..)
  osg::Matrix::trans(..)?\026     -> osg::Matrix::translate(..)

  osg::Quat::makeRot(..)?\026     -> osg::Quat::makeRotate(..)

Also updated the rest of the OSG distribution to use the new names, and
have removed the old deprecated Matrix methods too.
This commit is contained in:
Robert Osfield
2001-12-12 20:29:10 +00:00
parent 79c1fb531d
commit f848c54ba3
21 changed files with 71 additions and 240 deletions

View File

@@ -208,7 +208,7 @@ bool GliderManipulator::calcMovement()
float roll = inDegrees(dx*0.1f*dt);
osg::Matrix mat;
mat.makeTrans(-center);
mat.makeTranslate(-center);
mat *= Matrix::rotate(pitch,sv.x(),sv.y(),sv.z());
mat *= Matrix::rotate(roll,lv.x(),lv.y(),lv.z());
if (_yawMode==YAW_AUTOMATICALLY_WHEN_BANKED)
@@ -220,7 +220,7 @@ bool GliderManipulator::calcMovement()
lv *= (_velocity*dt);
mat *= Matrix::trans(center + lv);
mat *= Matrix::translate(center + lv);
_camera->transformLookAt(mat);

View File

@@ -43,7 +43,7 @@ class CameraPacket {
osg::Vec3 lv = _center-_eye;
osg::Matrix matrix;
matrix.makeIdent();
matrix.makeRot(angle_offset,_up.x(),_up.y(),_up.z());
matrix.makeRotate(angle_offset,_up.x(),_up.y(),_up.z());
lv = lv*matrix;
camera.setLookAt(_eye,_eye+lv,_up);

View File

@@ -24,7 +24,7 @@ void OrientationConverter::setRotation( const Vec3 &from, const Vec3 &to )
void OrientationConverter::setTranslation( const Vec3 &trans )
{
T = Matrix::trans(trans);
T = Matrix::translate(trans);
_trans_set = true;
}
@@ -45,9 +45,9 @@ void OrientationConverter::convert( Node &node )
// else
// - translate back to model's original origin.
BoundingSphere bs = node.getBound();
Matrix C = Matrix::trans( Vec3(0,0,0) - bs.center() );
Matrix C = Matrix::translate( Vec3(0,0,0) - bs.center() );
if( _trans_set == false )
T = Matrix::trans( bs.center() );
T = Matrix::translate( bs.center() );
_cv.setMatrix( C * R * S * T );
node.accept(_cv);

View File

@@ -45,8 +45,8 @@ class MyTransformCallback : public osg::NodeCallback{
float delta_angle = _angular_velocity*_timer.delta_s(_orig_t,new_t);
osg::Matrix matrix;
matrix.makeRot(delta_angle,1.0f,1.0f,1.0f);
matrix *= osg::Matrix::trans(1.0f,0.0f,0.0f);
matrix.makeRotate(delta_angle,1.0f,1.0f,1.0f);
matrix *= osg::Matrix::translate(1.0f,0.0f,0.0f);
matrix *= osg::Matrix::rotate(delta_angle,0.0f,0.0f,1.0f);
_nodeToOperateOn->setMatrix(matrix);

View File

@@ -367,9 +367,9 @@ int main( int argc, char **argv )
osg::Transform* dcs = new osg::Transform;
dcs->setStateSet(dstate);
dcs->preMult(osg::Matrix::trans(0.0f,0.0f,-z)*
dcs->preMult(osg::Matrix::translate(0.0f,0.0f,-z)*
osg::Matrix::scale(1.0f,1.0f,-1.0f)*
osg::Matrix::trans(0.0f,0.0f,z));
osg::Matrix::translate(0.0f,0.0f,z));
dcs->addChild(loadedModelTransform);

View File

@@ -115,7 +115,7 @@ osg::Node* createTexturedItem(const osg::Vec3& offset,osg::Texture* texture,osg:
// place and also to add individual texture set to it, so that
// that state is inherited down to its children.
osg::Transform* local_transform = new osg::Transform;
local_transform->postMult(osg::Matrix::trans(offset));
local_transform->postMult(osg::Matrix::translate(offset));
// create the StateSet to store the texture data
osg::StateSet* stateset = new osg::StateSet;
@@ -140,7 +140,7 @@ osg::Node* createLayer(const osg::Vec3& offset,osg::Image* image,osg::Node* geom
if (image==NULL) return NULL;
osg::Transform* top_transform = new osg::Transform;
top_transform->postMult(osg::Matrix::trans(offset));
top_transform->postMult(osg::Matrix::translate(offset));
osg::Vec3 local_offset(0.0f,0.0f,0.0f);
osg::Vec3 local_delta(3.0f,0.0f,0.0f);