//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield //Distributed under the terms of the GNU Library General Public License (LGPL) //as published by the Free Software Foundation. #ifndef OSG_MATRIXTRANSFORM #define OSG_MATRIXTRANSFORM 1 #include namespace osg { /** Transform - is group which all children are transformed by the the Transform's osg::Matrix. * Typical uses * of the Transform is for positioning objects within a scene or * producing trackball functionality or for animation. * The Transform node can be customized via the ComputeTransfromCallback which can be * attached to the node, this might be used to convert internal representations of the transformation * into generic osg::Matrix'c which are used during scene grpah traversal, such as CullTraversal and IntersectionTraversal. * Note, if the transformation matrix scales the subgraph then the * normals of the underlying geometry will need to be renormalized to * be unit vectors once more. One can done transparently through OpenGL's * use of either GL_NORMALIZE and GL_SCALE_NORMALIZE modes. Further * background reading see the glNormalize documentation in the OpenGL Reference * Guide (the blue book). To enable it in the OSG, you simple need to * attach a local osg::StateSet to the osg::Transform, and set the appropriate * mode to on via stateset->setMode(GL_NORMALIZE,osg::StateAttribute::ON);. */ class SG_EXPORT MatrixTransform : public Transform { public : MatrixTransform(); /** Copy constructor using CopyOp to manage deep vs shallow copy.*/ MatrixTransform(const MatrixTransform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY); MatrixTransform(const Matrix& matix); META_Node(osg, MatrixTransform); /** Set the transform's matrix.*/ void setMatrix(const Matrix& mat) { (*_matrix) = mat; _inverseDirty=true; computeInverse(); dirtyBound(); } /** Get the transform's matrix. */ inline const Matrix& getMatrix() const { return *_matrix; } /** preMult transform.*/ void preMult(const Matrix& mat) { _matrix->preMult(mat); _inverseDirty=true; computeInverse(); dirtyBound(); } /** postMult transform.*/ void postMult(const Matrix& mat) { _matrix->postMult(mat); _inverseDirty=true; computeInverse(); dirtyBound(); } virtual const bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const { if (_referenceFrame==RELATIVE_TO_PARENTS) { matrix.preMult(*_matrix); } else // absolute { matrix = *_matrix; } return true; } virtual const bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const { if (_referenceFrame==RELATIVE_TO_PARENTS) { matrix.postMult(*_inverse); } else // absolute { matrix = *_inverse; } return true; } protected : virtual ~MatrixTransform(); inline void computeInverse() const { if (_inverseDirty) { _inverse->invert(*_matrix); _inverseDirty = false; } } ref_ptr _matrix; mutable ref_ptr _inverse; mutable bool _inverseDirty; }; } #endif