/usr/include/osg/Transform is in libopenscenegraph-3.4-dev 3.4.1+dfsg1-3.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* 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
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_TRANSFORM
#define OSG_TRANSFORM 1
#include <osg/Group>
#include <osg/Matrix>
#ifndef GL_RESCALE_NORMAL
#define GL_RESCALE_NORMAL 0x803A
#endif
#ifndef GL_NORMALIZE
#define GL_NORMALIZE 0x0BA1
#endif
namespace osg {
/** Compute the matrix which transforms objects in local coords to world coords,
* by accumulating the Transform local to world matrices along the specified node path.
*/
extern OSG_EXPORT Matrix computeLocalToWorld(const NodePath& nodePath, bool ignoreCameras = true);
/** Compute the matrix which transforms objects in world coords to local coords,
* by accumulating the Transform world to local matrices along the specified node path.
*/
extern OSG_EXPORT Matrix computeWorldToLocal(const NodePath& nodePath, bool ignoreCameras = true);
/** Compute the matrix which transforms objects in local coords to eye coords,
* by accumulating the Transform local to world matrices along the specified node path
* and multiplying by the supplied initial camera modelview.
*/
extern OSG_EXPORT Matrix computeLocalToEye(const Matrix& modelview, const NodePath& nodePath, bool ignoreCameras = true);
/** Compute the matrix which transforms objects in eye coords to local coords,
* by accumulating the Transform world to local matrices along the specified node path
* and multiplying by the inverse of the supplied initial camera modelview.
*/
extern OSG_EXPORT Matrix computeEyeToLocal(const Matrix& modelview, const NodePath& nodePath, bool ignoreCameras = true);
/** A Transform is a group node for which all children are transformed by
* a 4x4 matrix. It is often used for positioning objects within a scene,
* producing trackball functionality or for animation.
*
* Transform itself does not provide set/get functions, only the interface
* for defining what the 4x4 transformation is. Subclasses, such as
* MatrixTransform and PositionAttitudeTransform support the use of an
* osg::Matrix or a osg::Vec3/osg::Quat respectively.
*
* Note: If the transformation matrix scales the subgraph then the normals
* of the underlying geometry will need to be renormalized to be unit
* vectors once more. This can be done transparently through OpenGL's
* use of either GL_NORMALIZE and GL_RESCALE_NORMAL modes. For further
* background reading see the glNormalize documentation in the OpenGL
* Reference Guide (the blue book). To enable it in the OSG, you simply
* need to attach a local osg::StateSet to the osg::Transform, and set
* the appropriate mode to ON via
* stateset->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
*/
class OSG_EXPORT Transform : public Group
{
public :
Transform();
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
Transform(const Transform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_Node(osg, Transform);
virtual Transform* asTransform() { return this; }
virtual const Transform* asTransform() const { return this; }
virtual MatrixTransform* asMatrixTransform() { return 0; }
virtual const MatrixTransform* asMatrixTransform() const { return 0; }
virtual PositionAttitudeTransform* asPositionAttitudeTransform() { return 0; }
virtual const PositionAttitudeTransform* asPositionAttitudeTransform() const { return 0; }
enum ReferenceFrame
{
RELATIVE_RF,
ABSOLUTE_RF,
ABSOLUTE_RF_INHERIT_VIEWPOINT
};
/** Set the transform's ReferenceFrame, either to be relative to its
* parent reference frame, or relative to an absolute coordinate
* frame. RELATIVE_RF is the default.
* Note: Setting the ReferenceFrame to be ABSOLUTE_RF will
* also set the CullingActive flag on the transform, and hence all
* of its parents, to false, thereby disabling culling of it and
* all its parents. This is necessary to prevent inappropriate
* culling, but may impact cull times if the absolute transform is
* deep in the scene graph. It is therefore recommended to only use
* absolute Transforms at the top of the scene, for such things as
* heads up displays.
* ABSOLUTE_RF_INHERIT_VIEWPOINT is the same as ABSOLUTE_RF except it
* adds the ability to use the parents view points position in world coordinates
* as its local viewpoint in the new coordinates frame. This is useful for
* Render to texture Cameras that wish to use the main views LOD range computation
* (which uses the viewpoint rather than the eye point) rather than use the local
* eye point defined by the this Transforms' absolute view matrix.
*/
void setReferenceFrame(ReferenceFrame rf);
ReferenceFrame getReferenceFrame() const { return _referenceFrame; }
virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const
{
if (_referenceFrame==RELATIVE_RF)
{
return false;
}
else // absolute
{
matrix.makeIdentity();
return true;
}
}
virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const
{
if (_referenceFrame==RELATIVE_RF)
{
return false;
}
else // absolute
{
matrix.makeIdentity();
return true;
}
}
/** Overrides Group's computeBound.
* There is no need to override in subclasses from osg::Transform
* since this computeBound() uses the underlying matrix (calling
* computeMatrix if required).
*/
virtual BoundingSphere computeBound() const;
protected :
virtual ~Transform();
ReferenceFrame _referenceFrame;
};
}
#endif
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