Inheritance diagram for osg::Transform:
Public Types | |
enum | ReferenceFrame { RELATIVE_TO_PARENTS, RELATIVE_TO_ABSOLUTE } |
Public Methods | |
Transform () | |
Transform (const Transform &, const CopyOp ©op=CopyOp::SHALLOW_COPY) | |
Copy constructor using CopyOp to manage deep vs shallow copy. | |
META_Node (osg, Transform) | |
void | setReferenceFrame (ReferenceFrame rf) |
Set the transform's ReferenceFrame, either to be relative to its parent reference frame, or relative to an absolute coordinate frame. | |
const ReferenceFrame | getReferenceFrame () const |
void | setComputeTransformCallback (ComputeTransformCallback *ctc) |
Set the ComputerTransfromCallback which allows users to attach custom computation of the local transformation as seen by cull traversers and the like. | |
ComputeTransformCallback * | getComputeTransformCallback () |
Get the non const ComputerTransfromCallback. | |
const ComputeTransformCallback * | getComputeTransformCallback () const |
Get the const ComputerTransfromCallback. | |
const bool | getLocalToWorldMatrix (Matrix &matrix, NodeVisitor *nv) const |
Get the transformation matrix which moves from local coords to world coords. | |
const bool | getWorldToLocalMatrix (Matrix &matrix, NodeVisitor *nv) const |
Get the transformation matrix which moves from world coords to local coords. | |
virtual const bool | computeLocalToWorldMatrix (Matrix &matrix, NodeVisitor *) const |
virtual const bool | computeWorldToLocalMatrix (Matrix &matrix, NodeVisitor *) const |
Protected Methods | |
virtual | ~Transform () |
virtual const bool | computeBound () const |
Overrides Group's computeBound. | |
Protected Attributes | |
ref_ptr< ComputeTransformCallback > | _computeTransformCallback |
ReferenceFrame | _referenceFrame |
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 resprectively. The Transform node can be customized via the ComputeTransfromCallback which can be attached to the node. This might be used to convert from internal representations of the transformation into generic osg::Matrix objects which are used during scene grpah traversal, such as CullTraversal and IntersectionTraversal.
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_SCALE_NORMALIZE 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);
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Copy constructor using CopyOp to manage deep vs shallow copy.
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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.) Reimplemented from osg::Group. |
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Reimplemented in osg::DOFTransform, osg::MatrixTransform, and osg::PositionAttitudeTransform. |
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Reimplemented in osg::DOFTransform, osg::MatrixTransform, and osg::PositionAttitudeTransform. |
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Get the const ComputerTransfromCallback.
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Get the non const ComputerTransfromCallback.
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Get the transformation matrix which moves from local coords to world coords. Returns true if the Matrix passed in has been updated. |
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Get the transformation matrix which moves from world coords to local coords. Return true if the Matrix passed in has been updated. |
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Set the ComputerTransfromCallback which allows users to attach custom computation of the local transformation as seen by cull traversers and the like.
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Set the transform's ReferenceFrame, either to be relative to its parent reference frame, or relative to an absolute coordinate frame. RELATIVE_TO_PARENTS is the default. Note: setting the ReferenceFrame to be RELATIVE_TO_ABSOLUTE 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 neccessary to prevent inappropriate culling, but may impact cull times if the absolute transform is deep in the scene graph. It is therefore recommend to only use absolute Transforms at the top of the scene, for such things as headlight LightSources or Heads up displays. |
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