/**************************************************************************\ * * This file is part of the Coin 3D visualization library. * Copyright (C) 1998-2007 by Systems in Motion. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * ("GPL") version 2 as published by the Free Software Foundation. * See the file LICENSE.GPL at the root directory of this source * distribution for additional information about the GNU GPL. * * For using Coin with software that can not be combined with the GNU * GPL, and for taking advantage of the additional benefits of our * support services, please contact Systems in Motion about acquiring * a Coin Professional Edition License. * * See http://www.coin3d.org/ for more information. * * Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY. * http://www.sim.no/ sales@sim.no coin-support@coin3d.org * \**************************************************************************/ /*! \class SoGetMatrixAction SoGetMatrixAction.h Inventor/actions/SoGetMatrixAction.h \brief The SoGetMatrixAction class is an action for accumulating the transformation matrix of a subgraph. \ingroup actions This action makes it easy to calculate and convert to and from the global coordinate system of your scene and local coordinates of parts in a hierarchical model. As opposed to most other action types, the SoGetMatrixAction does not traverse children of the node it is applied to -- just the node itself. When applied to paths, it stops at the last node and does not continue further with the children of the tail node. Typical usage when querying for world space position, orientation and/or scaling would be as follows: \code // First get hold of an SoPath through the scenegraph down to the // node ("mynode") you want to query about its current world space // transformation(s). SoSearchAction * searchaction = new SoSearchAction; searchaction->setNode(mynode); searchaction->apply(myscenegraphroot); SoPath * path = searchaction->getPath(); assert(path != NULL); // Then apply the SoGetMatrixAction to get the full transformation // matrix from world space. const SbViewportRegion vpr = myviewer->getViewportRegion(); SoGetMatrixAction * getmatrixaction = new SoGetMatrixAction(vpr); getmatrixaction->apply(path); SbMatrix transformation = getmatrixaction->getMatrix(); // And if you want to access the individual transformation // components of the matrix: SbVec3f translation; SbRotation rotation; SbVec3f scalevector; SbRotation scaleorientation; transformation.getTransform(translation, rotation, scalevector, scaleorientation); \endcode */ // Implementation note: nodes with special behavior on this action // must set both the matrix and the inverse matrix explicitly, as no // tracking is done to see when the matrices have been modified. #include #include #include #include #include SO_ACTION_SOURCE(SoGetMatrixAction); // Overridden from parent. void SoGetMatrixAction::initClass(void) { SO_ACTION_INTERNAL_INIT_CLASS(SoGetMatrixAction, SoAction); SO_ENABLE(SoGetMatrixAction, SoViewportRegionElement); } /*! Constructor. The \a region viewport specification is not used by this action, and is passed along in case it is needed by any nodes. */ SoGetMatrixAction::SoGetMatrixAction(const SbViewportRegion & region) : viewportregion(region) { SO_ACTION_CONSTRUCTOR(SoGetMatrixAction); } /*! Destructor. */ SoGetMatrixAction::~SoGetMatrixAction() { } /*! Set the viewport \a region. \sa SoGetMatrixAction::SoGetMatrixAction() */ void SoGetMatrixAction::setViewportRegion(const SbViewportRegion & region) { this->viewportregion = region; } /*! Returns the viewport region for the action instance. */ const SbViewportRegion & SoGetMatrixAction::getViewportRegion(void) const { return this->viewportregion; } /*! Returns the accumulated transformation matrix. Note: don't modify the returned matrix. This should only be done if you are implementing your own transformation type node extensions. This advice is also valid for the other matrix access methods documented below. */ SbMatrix & SoGetMatrixAction::getMatrix(void) { return this->matrix; } /*! Returns the inverse of the accumulated transformation matrix. */ SbMatrix & SoGetMatrixAction::getInverse(void) { return this->invmatrix; } /*! Returns the accumulated texture matrix. */ SbMatrix & SoGetMatrixAction::getTextureMatrix(void) { return this->texmatrix; } /*! Returns the inverse of the accumulated texture matrix. */ SbMatrix & SoGetMatrixAction::getTextureInverse(void) { return this->invtexmatrix; } // Documented in superclass. Overridden from parent class to // initialize the matrices before traversal starts. void SoGetMatrixAction::beginTraversal(SoNode * node) { assert(this->traversalMethods); SoViewportRegionElement::set(state, this->viewportregion); this->matrix.makeIdentity(); this->invmatrix.makeIdentity(); this->texmatrix.makeIdentity(); this->invtexmatrix.makeIdentity(); this->traverse(node); }