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161 lines
6.1 KiB
161 lines
6.1 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_AUTOTRANSFORM |
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#define OSG_AUTOTRANSFORM 1 |
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#include <osg/Group> |
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#include <osg/Transform> |
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#include <osg/Quat> |
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#include <osg/Viewport> |
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namespace osg { |
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/** AutoTransform is a derived form of Transform that automatically |
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* scales or rotates to keep its children aligned with screen coordinates. |
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*/ |
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class OSG_EXPORT AutoTransform : public Transform |
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{ |
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public : |
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AutoTransform(); |
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AutoTransform(const AutoTransform& pat,const CopyOp& copyop=CopyOp::SHALLOW_COPY); |
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virtual osg::Object* cloneType() const { return new AutoTransform (); } |
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virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new AutoTransform (*this,copyop); } |
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virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const AutoTransform *>(obj)!=NULL; } |
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virtual const char* className() const { return "AutoTransform"; } |
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virtual const char* libraryName() const { return "osg"; } |
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virtual void accept(NodeVisitor& nv); |
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virtual AutoTransform* asAutoTransform() { return this; } |
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virtual const AutoTransform* asAutoTransform() const { return this; } |
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inline void setPosition(const Vec3d& pos) { _position = pos; _matrixDirty=true; dirtyBound(); } |
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inline const Vec3d& getPosition() const { return _position; } |
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inline void setRotation(const Quat& quat) { _rotation = quat; _matrixDirty=true; dirtyBound(); } |
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inline const Quat& getRotation() const { return _rotation; } |
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inline void setScale(double scale) { setScale(osg::Vec3(scale,scale,scale)); } |
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void setScale(const Vec3d& scale); |
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inline const Vec3d& getScale() const { return _scale; } |
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void setMinimumScale(double minimumScale) { _minimumScale = minimumScale; } |
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double getMinimumScale() const { return _minimumScale; } |
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void setMaximumScale(double maximumScale) { _maximumScale = maximumScale; } |
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double getMaximumScale() const { return _maximumScale; } |
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inline void setPivotPoint(const Vec3d& pivot) { _pivotPoint = pivot; _matrixDirty=true; dirtyBound(); } |
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inline const Vec3d& getPivotPoint() const { return _pivotPoint; } |
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void setAutoUpdateEyeMovementTolerance(float tolerance) { _autoUpdateEyeMovementTolerance = tolerance; } |
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float getAutoUpdateEyeMovementTolerance() const { return _autoUpdateEyeMovementTolerance; } |
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enum AutoRotateMode |
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{ |
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NO_ROTATION, |
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ROTATE_TO_SCREEN, |
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ROTATE_TO_CAMERA, |
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ROTATE_TO_AXIS |
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}; |
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void setAutoRotateMode(AutoRotateMode mode); |
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AutoRotateMode getAutoRotateMode() const { return _autoRotateMode; } |
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/** Set the rotation axis for the AutoTransform's child nodes. |
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* Only utilized when _autoRotateMode==ROTATE_TO_AXIS. */ |
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void setAxis(const Vec3& axis); |
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/** Get the rotation axis. */ |
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inline const Vec3& getAxis() const { return _axis; } |
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/** This normal defines child Nodes' front face direction when unrotated. */ |
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void setNormal(const Vec3& normal); |
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/** Get the front face direction normal. */ |
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inline const Vec3& getNormal() const { return _normal; } |
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void setAutoScaleToScreen(bool autoScaleToScreen) { _autoScaleToScreen = autoScaleToScreen; _matrixDirty=true; } |
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bool getAutoScaleToScreen() const { return _autoScaleToScreen; } |
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void setAutoScaleTransitionWidthRatio(float ratio) { _autoScaleTransitionWidthRatio = ratio; } |
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float getAutoScaleTransitionWidthRatio() const { return _autoScaleTransitionWidthRatio; } |
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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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virtual BoundingSphere computeBound() const; |
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protected : |
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virtual ~AutoTransform() {} |
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Vec3d _position; |
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Vec3d _pivotPoint; |
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double _autoUpdateEyeMovementTolerance; |
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AutoRotateMode _autoRotateMode; |
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bool _autoScaleToScreen; |
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mutable Quat _rotation; |
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mutable Vec3d _scale; |
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mutable bool _firstTimeToInitEyePoint; |
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mutable osg::Vec3 _previousEyePoint; |
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mutable osg::Vec3 _previousLocalUp; |
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mutable Viewport::value_type _previousWidth; |
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mutable Viewport::value_type _previousHeight; |
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mutable osg::Matrixd _previousProjection; |
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mutable osg::Vec3d _previousPosition; |
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double _minimumScale; |
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double _maximumScale; |
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double _autoScaleTransitionWidthRatio; |
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void computeMatrix() const; |
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mutable bool _matrixDirty; |
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mutable osg::Matrixd _cachedMatrix; |
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enum AxisAligned |
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{ |
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AXIAL_ROT_X_AXIS=ROTATE_TO_AXIS+1, |
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AXIAL_ROT_Y_AXIS, |
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AXIAL_ROT_Z_AXIS, |
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CACHE_DIRTY |
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}; |
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Vec3 _axis; |
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Vec3 _normal; |
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// used internally as cache of which what _axis is aligned to help |
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// decide which method of rotation to use. |
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int _cachedMode; |
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Vec3 _side; |
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void updateCache(); |
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}; |
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} |
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#endif
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