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//
// Filename : NodeTransform.h
// Author(s) : Stephane Grabli
// Purpose : Class to represent a transform node. A Transform node
// contains one or several children, all affected by the
// transformation.
// Date of creation : 06/02/2002
//
///////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) : Please refer to the COPYRIGHT file distributed
// with this source distribution.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program 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
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//
///////////////////////////////////////////////////////////////////////////////
#ifndef NODETRANSFORM_H
# define NODETRANSFORM_H
# include "../geometry/Geom.h"
# include "../system/FreestyleConfig.h"
# include "NodeGroup.h"
using namespace Geometry;
class LIB_SCENE_GRAPH_EXPORT NodeTransform : public NodeGroup
{
public:
inline NodeTransform() : NodeGroup() {
_Matrix = Matrix44r::identity();
_Scaled=false;
}
virtual ~NodeTransform() {}
/*! multiplys the current matrix by the
* x, y, z translation matrix.
*/
void Translate(real x, real y, real z);
/*! multiplys the current matrix by a
* rotation matrix
* iAngle
* The rotation angle
* x, y, z
* The rotation axis
*/
void Rotate(real iAngle, real x, real y, real z);
/*! multiplys the current matrix by a
* scaling matrix.
* x, y, z
* The scaling coefficients
* with respect to the x,y,z axis
*/
void Scale(real x, real y, real z);
/*! Multiplys the current matrix
* by iMatrix
*/
void MultiplyMatrix(const Matrix44r &iMatrix);
/*! Sets the current matrix to iMatrix */
void setMatrix(const Matrix44r &iMatrix);
/*! Accept the corresponding visitor */
virtual void accept(SceneVisitor& v);
/*! Overloads the Node::AddBBox in order to take care
* about the transformation
*/
virtual void AddBBox(const BBox<Vec3r>& iBBox);
/*! Checks whether a matrix contains a scale factor
* or not.
* Returns true if yes.
* iMatrix
* The matrix to check
*/
bool isScaled(const Matrix44r &M);
/*! accessors */
inline const Matrix44r& matrix() const { return _Matrix; }
inline bool scaled() const {return _Scaled;}
private:
Matrix44r _Matrix;
bool _Scaled;
};
#endif // NODETRANSFORM_H
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