89 lines
2.0 KiB
C++
89 lines
2.0 KiB
C++
#include <osg/Transform>
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using namespace osg;
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Transform::Transform()
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{
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_referenceFrame = RELATIVE_TO_PARENTS;
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_matrix = osgNew Matrix;
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_inverse = osgNew Matrix;
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_inverseDirty = false;
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}
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Transform::Transform(const Transform& transform,const CopyOp& copyop):
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Group(transform,copyop),
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_computeTransformCallback(transform._computeTransformCallback),
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_referenceFrame(transform._referenceFrame),
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_matrix(osgNew Matrix(*transform._matrix)),
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_inverse(osgNew Matrix(*transform._inverse)),
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_inverseDirty(transform._inverseDirty)
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{
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}
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Transform::Transform(const Matrix& mat )
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{
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_referenceFrame = RELATIVE_TO_PARENTS;
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_matrix = osgNew Matrix(mat);
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_inverse = osgNew Matrix();
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_inverseDirty = false;
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}
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Transform::~Transform()
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{
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}
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void Transform::setReferenceFrame(ReferenceFrame rf)
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{
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if (_referenceFrame == rf) return;
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_referenceFrame = rf;
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// switch off culling if transform is absolute.
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if (_referenceFrame==RELATIVE_TO_ABSOLUTE) setCullingActive(false);
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else setCullingActive(true);
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}
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const bool Transform::computeBound() const
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{
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if (!Group::computeBound()) return false;
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// note, NULL pointer for NodeVisitor, so compute's need
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// to handle this case gracefully, normally this should not be a problem.
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Matrix l2w;
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getLocalToWorldMatrix(l2w,NULL);
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Vec3 xdash = _bsphere._center;
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xdash.x() += _bsphere._radius;
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xdash = xdash*l2w;
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Vec3 ydash = _bsphere._center;
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ydash.y() += _bsphere._radius;
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ydash = ydash*l2w;
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Vec3 zdash = _bsphere._center;
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zdash.y() += _bsphere._radius;
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zdash = zdash*l2w;
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_bsphere._center = _bsphere._center*l2w;
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xdash -= _bsphere._center;
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float len_xdash = xdash.length();
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ydash -= _bsphere._center;
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float len_ydash = ydash.length();
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zdash -= _bsphere._center;
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float len_zdash = zdash.length();
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_bsphere._radius = len_xdash;
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if (_bsphere._radius<len_ydash) _bsphere._radius = len_ydash;
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if (_bsphere._radius<len_zdash) _bsphere._radius = len_zdash;
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return true;
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}
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