Files
simgear/simgear/scene/bvh/BVHTransform.cxx
T
2009-07-02 08:51:12 +02:00

100 lines
2.6 KiB
C++

// Copyright (C) 2008 - 2009 Mathias Froehlich - Mathias.Froehlich@web.de
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
#endif
#include "BVHTransform.hxx"
#include "BVHVisitor.hxx"
#include "BVHNode.hxx"
#include "BVHGroup.hxx"
namespace simgear {
BVHTransform::BVHTransform() :
_toWorld(SGMatrixd::unit()),
_toLocal(SGMatrixd::unit()),
_toWorldAmplification(1),
_toLocalAmplification(1)
{
}
BVHTransform::~BVHTransform()
{
}
void
BVHTransform::accept(BVHVisitor& visitor)
{
visitor.apply(*this);
}
void
BVHTransform::setTransform(const BVHTransform& transform)
{
_toWorld = transform._toWorld;
_toLocal = transform._toLocal;
_toWorldAmplification = transform._toWorldAmplification;
_toLocalAmplification = transform._toLocalAmplification;
invalidateParentBound();
}
void
BVHTransform::setToWorldTransform(const SGMatrixd& transform)
{
_toWorld = transform;
invert(_toLocal, transform);
updateAmplificationFactors();
invalidateParentBound();
}
void
BVHTransform::setToLocalTransform(const SGMatrixd& transform)
{
_toLocal = transform;
invert(_toWorld, transform);
updateAmplificationFactors();
invalidateParentBound();
}
SGSphered
BVHTransform::computeBoundingSphere() const
{
return sphereToWorld(BVHGroup::computeBoundingSphere());
}
void
BVHTransform::updateAmplificationFactors()
{
// Hmm, this is just a hint, true?
// But anyway, almost all transforms in a scenegraph will
// have them equal to 1 ...
double r = norm(vecToWorld(SGVec3d(1, 0, 0)));
r = std::max(r, norm(vecToWorld(SGVec3d(0, 1, 0))));
r = std::max(r, norm(vecToWorld(SGVec3d(0, 0, 1))));
_toWorldAmplification = r;
r = norm(vecToLocal(SGVec3d(1, 0, 0)));
r = std::max(r, norm(vecToLocal(SGVec3d(0, 1, 0))));
r = std::max(r, norm(vecToLocal(SGVec3d(0, 0, 1))));
_toLocalAmplification = r;
}
}