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167 lines
6.5 KiB
167 lines
6.5 KiB
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield |
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* |
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* This library is open source and may be redistributed and/or modified under |
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or |
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* (at your option) any later version. The full license is in LICENSE file |
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* included with this distribution, and on the openscenegraph.org website. |
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* |
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* This library is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* OpenSceneGraph Public License for more details. |
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*/ |
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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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#ifndef GL_RESCALE_NORMAL |
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#define GL_RESCALE_NORMAL 0x803A |
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#endif |
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#ifndef GL_NORMALIZE |
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#define GL_NORMALIZE 0x0BA1 |
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#endif |
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namespace osg { |
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/** Compute the matrix which transforms objects in local coords to world coords, |
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* by accumulating the Transform local to world matrices along the specified node path. |
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*/ |
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extern OSG_EXPORT Matrix computeLocalToWorld(const NodePath& nodePath, bool ignoreCameras = true); |
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/** Compute the matrix which transforms objects in world coords to local coords, |
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* by accumulating the Transform world to local matrices along the specified node path. |
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*/ |
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extern OSG_EXPORT Matrix computeWorldToLocal(const NodePath& nodePath, bool ignoreCameras = true); |
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/** Compute the matrix which transforms objects in local coords to eye coords, |
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* by accumulating the Transform local to world matrices along the specified node path |
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* and multiplying by the supplied initial camera modelview. |
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*/ |
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extern OSG_EXPORT Matrix computeLocalToEye(const Matrix& modelview, const NodePath& nodePath, bool ignoreCameras = true); |
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/** Compute the matrix which transforms objects in eye coords to local coords, |
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* by accumulating the Transform world to local matrices along the specified node path |
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* and multiplying by the inverse of the supplied initial camera modelview. |
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*/ |
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extern OSG_EXPORT Matrix computeEyeToLocal(const Matrix& modelview, const NodePath& nodePath, bool ignoreCameras = true); |
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/** A Transform is a group node for which all children are transformed by |
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* a 4x4 matrix. It is often used for positioning objects within a scene, |
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* producing trackball functionality or for animation. |
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* |
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* Transform itself does not provide set/get functions, only the interface |
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* for defining what the 4x4 transformation is. Subclasses, such as |
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* MatrixTransform and PositionAttitudeTransform support the use of an |
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* osg::Matrix or a osg::Vec3/osg::Quat respectively. |
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* |
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* Note: If the transformation matrix scales the subgraph then the normals |
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* of the underlying geometry will need to be renormalized to be unit |
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* vectors once more. This can be done transparently through OpenGL's |
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* use of either GL_NORMALIZE and GL_RESCALE_NORMAL modes. For further |
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* background reading see the glNormalize documentation in the OpenGL |
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* Reference Guide (the blue book). To enable it in the OSG, you simply |
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* need to attach a local osg::StateSet to the osg::Transform, and set |
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* the appropriate mode to ON via |
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* stateset->setMode(GL_NORMALIZE, osg::StateAttribute::ON); |
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*/ |
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class OSG_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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META_Node(osg, Transform); |
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virtual Transform* asTransform() { return this; } |
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virtual const Transform* asTransform() const { return this; } |
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virtual MatrixTransform* asMatrixTransform() { return 0; } |
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virtual const MatrixTransform* asMatrixTransform() const { return 0; } |
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virtual PositionAttitudeTransform* asPositionAttitudeTransform() { return 0; } |
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virtual const PositionAttitudeTransform* asPositionAttitudeTransform() const { return 0; } |
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enum ReferenceFrame |
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{ |
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RELATIVE_RF, |
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ABSOLUTE_RF, |
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ABSOLUTE_RF_INHERIT_VIEWPOINT |
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}; |
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/** Set the transform's ReferenceFrame, either to be relative to its |
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* parent reference frame, or relative to an absolute coordinate |
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* frame. RELATIVE_RF is the default. |
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* Note: Setting the ReferenceFrame to be ABSOLUTE_RF will |
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* also set the CullingActive flag on the transform, and hence all |
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* of its parents, to false, thereby disabling culling of it and |
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* all its parents. This is necessary to prevent inappropriate |
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* culling, but may impact cull times if the absolute transform is |
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* deep in the scene graph. It is therefore recommended to only use |
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* absolute Transforms at the top of the scene, for such things as |
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* heads up displays. |
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* ABSOLUTE_RF_INHERIT_VIEWPOINT is the same as ABSOLUTE_RF except it |
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* adds the ability to use the parents view points position in world coordinates |
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* as its local viewpoint in the new coordinates frame. This is useful for |
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* Render to texture Cameras that wish to use the main views LOD range computation |
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* (which uses the viewpoint rather than the eye point) rather than use the local |
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* eye point defined by the this Transforms' absolute view matrix. |
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*/ |
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void setReferenceFrame(ReferenceFrame rf); |
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ReferenceFrame getReferenceFrame() const { return _referenceFrame; } |
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virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const |
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{ |
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if (_referenceFrame==RELATIVE_RF) |
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{ |
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return false; |
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} |
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else // absolute |
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{ |
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matrix.makeIdentity(); |
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return true; |
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} |
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} |
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virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const |
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{ |
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if (_referenceFrame==RELATIVE_RF) |
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{ |
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return false; |
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} |
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else // absolute |
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{ |
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matrix.makeIdentity(); |
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return true; |
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} |
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} |
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/** Overrides Group's computeBound. |
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* There is no need to override in subclasses from osg::Transform |
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* since this computeBound() uses the underlying matrix (calling |
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* computeMatrix if required). |
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*/ |
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virtual BoundingSphere computeBound() const; |
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protected : |
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virtual ~Transform(); |
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ReferenceFrame _referenceFrame; |
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}; |
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} |
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#endif
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