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78 lines
2.6 KiB
78 lines
2.6 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_POSITIONATTITUDETRANSFORM |
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#define OSG_POSITIONATTITUDETRANSFORM 1 |
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#include <osg/Group> |
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#include <osg/Transform> |
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#include <osg/AnimationPath> |
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#include <osg/Vec3d> |
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#include <osg/Quat> |
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namespace osg { |
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/** PositionAttitudeTransform - is a Transform. Sets the coordinate transform |
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via a Vec3 position and Quat attitude. |
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*/ |
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class OSG_EXPORT PositionAttitudeTransform : public Transform |
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{ |
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public : |
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PositionAttitudeTransform(); |
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PositionAttitudeTransform(const PositionAttitudeTransform& pat,const CopyOp& copyop=CopyOp::SHALLOW_COPY): |
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Transform(pat,copyop), |
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_position(pat._position), |
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_attitude(pat._attitude), |
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_scale(pat._scale), |
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_pivotPoint(pat._pivotPoint) {} |
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META_Node(osg, PositionAttitudeTransform); |
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virtual PositionAttitudeTransform* asPositionAttitudeTransform() { return this; } |
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virtual const PositionAttitudeTransform* asPositionAttitudeTransform() const { return this; } |
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inline void setPosition(const Vec3d& pos) { _position = pos; dirtyBound(); } |
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inline const Vec3d& getPosition() const { return _position; } |
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inline void setAttitude(const Quat& quat) { _attitude = quat; dirtyBound(); } |
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inline const Quat& getAttitude() const { return _attitude; } |
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inline void setScale(const Vec3d& scale) { _scale = scale; dirtyBound(); } |
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inline const Vec3d& getScale() const { return _scale; } |
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inline void setPivotPoint(const Vec3d& pivot) { _pivotPoint = pivot; dirtyBound(); } |
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inline const Vec3d& getPivotPoint() const { return _pivotPoint; } |
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virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const; |
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virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const; |
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protected : |
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virtual ~PositionAttitudeTransform() {} |
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Vec3d _position; |
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Quat _attitude; |
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Vec3d _scale; |
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Vec3d _pivotPoint; |
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}; |
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} |
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#endif
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