123 lines
4.4 KiB
Plaintext
123 lines
4.4 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#ifndef OSG_TRANSFORM
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#define OSG_TRANSFORM 1
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#include <osg/Group>
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#include <osg/Matrix>
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namespace osg {
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/** Transform - is group which all children
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* are transformed by the the Transform's osg::Matrix. Typical uses
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* of the Transform is for positioning objects within a scene or
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* producing trackball functionality or for animation.
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* Note, if the transformation matrix scales the subgraph then the
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* normals of the underlying geometry will need to be renormalized to
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* be unit vectors once more. One can done transparently through OpenGL's
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* use of either GL_NORMALIZE and GL_SCALE_NORMALIZE modes. Further
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* background reading see the glNormalize documentation in the OpenGL Reference
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* Guide (the blue book). To enable it in the OSG, you simple need to
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* attach a local osg::StateSet to the osg::Transform, and set the appropriate
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* mode to on via stateset->setMode(GL_NORMALIZE,osg::StateAttribute::ON);.
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*/
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class SG_EXPORT Transform : public Group
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{
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public :
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Transform();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Transform(const Transform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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Transform(const Matrix& matix);
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META_Node(Transform);
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/** Range of types that the Transform can be.*/
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enum Type
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{
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DYNAMIC,
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STATIC
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};
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/** Set the Transform Type, which can be DYNAMIC - the Matrix
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* value is updated during the main loop, or STATIC - the Matrix
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* is constant throughout the life of the main loop. STATIC
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* Transforms can be optimized away is some instances, which
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* can improve performance so unless you plan to modify the
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* Matrix explicitly set the Matrix to STATIC. The default
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* value is DYNAMIC.*/
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inline void setType(Type type) { _type = type; }
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/** Get the Transform Type.*/
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inline const Type getType() const { return _type; }
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enum Mode
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{
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VIEW,
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MODEL
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};
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inline void setMode(Mode mode) { _mode = mode; }
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inline const Mode getMode() const { return _mode; }
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/** Get the transformation matrix which moves from local coords to world coords.*/
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inline const Matrix& getLocalToWorldMatrix() const { if (_localToWorldDirty) computeLocalToWorld(); return *_localToWorld; }
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/** Get the transformation matrix which moves from world coords to local coords.*/
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inline const Matrix& getWorldToLocalMatrix() const { if (_worldToLocalDirty) computeWorldToLocal(); return *_worldToLocal; }
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/** Set the transform's matrix.*/
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void setMatrix(const Matrix& mat);
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/** Get the transform's matrix. */
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inline const Matrix& getMatrix() const { if (_mode==MODEL) return *_localToWorld; else return *_worldToLocal; }
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/** preMult transform.*/
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void preMult(const Matrix& mat);
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/** postMult transform.*/
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void postMult(const Matrix& mat);
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protected :
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virtual ~Transform();
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/** Override's Group's computeBound.
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* There is no need to override in subclasses from osg::Transform since this computeBound() uses
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* the underlying matrix (calling computeMatrix if required.) */
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virtual const bool computeBound() const;
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/** If you subclass from osg::Transform you must override computeLocalToWorld() to provide your own mechanism for
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* setting up the 4x4 matrix. An example of a subclass might a PositionAttitudeTransfrom which is its own
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* Vec3 and Quat to calculate the matrix.*/
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virtual void computeLocalToWorld() const;
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/** If you subclass from osg::Transform it must also override computeWorldToLocal() to provide your own mechanism for
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* setting up the 4x4 matrix.*/
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virtual void computeWorldToLocal() const;
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Type _type;
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Mode _mode;
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mutable bool _localToWorldDirty;
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mutable ref_ptr<Matrix> _localToWorld;
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mutable bool _worldToLocalDirty;
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mutable ref_ptr<Matrix> _worldToLocal;
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};
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};
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#endif
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