Changeset 13041 for OpenSceneGraph/trunk/include/osg/Transform
- Timestamp:
- 03/21/12 18:36:20 (14 months ago)
- Files:
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- 1 modified
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OpenSceneGraph/trunk/include/osg/Transform (modified) (8 diffs)
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OpenSceneGraph/trunk/include/osg/Transform
r10703 r13041 1 /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 1 /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 2 2 * 3 * This library is open source and may be redistributed and/or modified under 4 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 3 * This library is open source and may be redistributed and/or modified under 4 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 5 5 * (at your option) any later version. The full license is in LICENSE file 6 6 * included with this distribution, and on the openscenegraph.org website. 7 * 7 * 8 8 * This library is distributed in the hope that it will be useful, 9 9 * but WITHOUT ANY WARRANTY; without even the implied warranty of 10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 11 11 * OpenSceneGraph Public License for more details. 12 12 */ … … 41 41 42 42 /** Compute the matrix which transforms objects in local coords to eye coords, 43 * by accumulating the Transform local to world matrices along the specified node path 43 * by accumulating the Transform local to world matrices along the specified node path 44 44 * and multiplying by the supplied initial camera modelview. 45 45 */ … … 64 64 * Note: If the transformation matrix scales the subgraph then the normals 65 65 * of the underlying geometry will need to be renormalized to be unit 66 * vectors once more. This can be done transparently through OpenGL's 66 * vectors once more. This can be done transparently through OpenGL's 67 67 * use of either GL_NORMALIZE and GL_RESCALE_NORMAL modes. For further 68 68 * background reading see the glNormalize documentation in the OpenGL … … 98 98 ABSOLUTE_RF_INHERIT_VIEWPOINT 99 99 }; 100 100 101 101 /** Set the transform's ReferenceFrame, either to be relative to its 102 102 * parent reference frame, or relative to an absolute coordinate … … 113 113 * adds the ability to use the parents view points position in world coordinates 114 114 * as its local viewpoint in the new coordinates frame. This is useful for 115 * Render to texture Cameras that wish to use the main views LOD range computation 115 * Render to texture Cameras that wish to use the main views LOD range computation 116 116 * (which uses the viewpoint rather than the eye point) rather than use the local 117 117 * eye point defined by the this Transforms' absolute view matrix. 118 118 */ 119 119 void setReferenceFrame(ReferenceFrame rf); 120 120 121 121 ReferenceFrame getReferenceFrame() const { return _referenceFrame; } 122 122 … … 133 133 } 134 134 } 135 135 136 136 virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const 137 137 { … … 147 147 } 148 148 149 /** Overrides Group's computeBound. 149 /** Overrides Group's computeBound. 150 150 * There is no need to override in subclasses from osg::Transform 151 151 * since this computeBound() uses the underlying matrix (calling … … 155 155 156 156 protected : 157 157 158 158 virtual ~Transform(); 159 160 159 160 161 161 ReferenceFrame _referenceFrame; 162 162
