//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_TRANSFORM #define OSG_TRANSFORM 1 #include #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. * 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 Transform : public Group { public : Transform(); /** Copy constructor using CopyOp to manage deep vs shallow copy.*/ Transform(const Transform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY); Transform(const Matrix& matix); META_Node(Transform); /** Range of types that the Transform can be.*/ enum Type { DYNAMIC, STATIC }; /** Set the Transform Type, which can be DYNAMIC - the Matrix * value is updated during the main loop, or STATIC - the Matrix * is constant throughout the life of the main loop. STATIC * Transforms can be optimized away is some instances, which * can improve performance so unless you plan to modify the * Matrix explicitly set the Matrix to STATIC. The default * value is DYNAMIC.*/ inline void setType(Type type) { _type = type; } /** Get the Transform Type.*/ inline const Type getType() const { return _type; } enum Mode { VIEW, MODEL }; inline void setMode(Mode mode) { _mode = mode; } inline const Mode getMode() const { return _mode; } /** Get the transformation matrix which moves from local coords to world coords.*/ inline const Matrix& getLocalToWorldMatrix() const { if (_localToWorldDirty) computeLocalToWorld(); return *_localToWorld; } /** Get the transformation matrix which moves from world coords to local coords.*/ inline const Matrix& getWorldToLocalMatrix() const { if (_worldToLocalDirty) computeWorldToLocal(); return *_worldToLocal; } /** Set the transform's matrix.*/ void setMatrix(const Matrix& mat); /** Get the transform's matrix. */ inline const Matrix& getMatrix() const { if (_mode==MODEL) return *_localToWorld; else return *_worldToLocal; } /** preMult transform.*/ void preMult(const Matrix& mat); /** postMult transform.*/ void postMult(const Matrix& mat); protected : virtual ~Transform(); /** Override's Group's computeBound. * There is no need to override in subclasses from osg::Transform since this computeBound() uses * the underlying matrix (calling computeMatrix if required.) */ virtual const bool computeBound() const; /** If you subclass from osg::Transform you must override computeLocalToWorld() to provide your own mechanism for * setting up the 4x4 matrix. An example of a subclass might a PositionAttitudeTransfrom which is its own * Vec3 and Quat to calculate the matrix.*/ virtual void computeLocalToWorld() const; /** If you subclass from osg::Transform it must also override computeWorldToLocal() to provide your own mechanism for * setting up the 4x4 matrix.*/ virtual void computeWorldToLocal() const; Type _type; Mode _mode; mutable bool _localToWorldDirty; mutable ref_ptr _localToWorld; mutable bool _worldToLocalDirty; mutable ref_ptr _worldToLocal; }; }; #endif