/* -*-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_MATRIXTRANSFORM #define OSG_MATRIXTRANSFORM 1 #include namespace osg { /** MatrixTransform - is a subclass of Transform which has an osg::Matrix * which represents a 4x4 transformation of its children from local coordinates * into the Transform's parent coordinates. */ class OSG_EXPORT MatrixTransform : public Transform { public : MatrixTransform(); /** Copy constructor using CopyOp to manage deep vs shallow copy.*/ MatrixTransform(const MatrixTransform&,const CopyOp& copyop=CopyOp::SHALLOW_COPY); MatrixTransform(const Matrix& matix); META_Node(osg, MatrixTransform); virtual MatrixTransform* asMatrixTransform() { return this; } virtual const MatrixTransform* asMatrixTransform() const { return this; } /** Set the transform's matrix.*/ void setMatrix(const Matrix& mat) { _matrix = mat; _inverseDirty=true; dirtyBound(); } /** Get the matrix. */ inline const Matrix& getMatrix() const { return _matrix; } /** pre multiply the transform's matrix.*/ void preMult(const Matrix& mat) { _matrix.preMult(mat); _inverseDirty=true; dirtyBound(); } /** post multiply the transform's matrix.*/ void postMult(const Matrix& mat) { _matrix.postMult(mat); _inverseDirty=true; dirtyBound(); } /** Get the inverse matrix. */ inline const Matrix& getInverseMatrix() const { if (_inverseDirty) { _inverse.invert(_matrix); _inverseDirty = false; } return _inverse; } virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const; virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const; protected : virtual ~MatrixTransform(); Matrix _matrix; mutable Matrix _inverse; mutable bool _inverseDirty; }; } #endif