/**************************************************************************\
*
* This file is part of the Coin 3D visualization library.
* Copyright (C) 1998-2007 by Systems in Motion. All rights reserved.
*
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* ("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.
*
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* GPL, and for taking advantage of the additional benefits of our
* support services, please contact Systems in Motion about acquiring
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*
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*
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\**************************************************************************/
/*!
\class SoMatrixTransform SoMatrixTransform.h Inventor/nodes/SoMatrixTransform.h
\brief The SoMatrixTransform class is a transformation node.
\ingroup nodes
This class is the most flexible transformation node, as you can use
it to accumulate any kind of transformation matrix on top of the
current model transformation matrix.
FILE FORMAT/DEFAULTS:
\code
MatrixTransform {
matrix 1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
}
\endcode
\sa SoTransform
*/
// *************************************************************************
#include
#include
#include
#include
#include
// *************************************************************************
/*!
\var SoSFMatrix SoMatrixTransform::matrix
The transformation matrix. Defaults to the identity matrix.
*/
// *************************************************************************
SO_NODE_SOURCE(SoMatrixTransform);
/*!
Constructor.
*/
SoMatrixTransform::SoMatrixTransform(void)
{
SO_NODE_INTERNAL_CONSTRUCTOR(SoMatrixTransform);
SO_NODE_ADD_FIELD(matrix, (SbMatrix::identity()));
}
/*!
Destructor.
*/
SoMatrixTransform::~SoMatrixTransform()
{
}
// Doc from superclass.
void
SoMatrixTransform::initClass(void)
{
SO_NODE_INTERNAL_INIT_CLASS(SoMatrixTransform, SO_FROM_INVENTOR_1|SoNode::VRML1);
}
// Doc from superclass.
void
SoMatrixTransform::doAction(SoAction * action)
{
if (this->matrix.isIgnored()) { return; }
const SbMatrix & mat = this->matrix.getValue();
if (mat != SbMatrix::identity()) {
SoModelMatrixElement::mult(action->getState(), this,
mat);
}
}
// Doc from superclass.
void
SoMatrixTransform::GLRender(SoGLRenderAction * action)
{
SoMatrixTransform::doAction((SoAction *)action);
}
// Doc from superclass.
void
SoMatrixTransform::getBoundingBox(SoGetBoundingBoxAction * action)
{
SoMatrixTransform::doAction((SoAction *)action);
}
// Doc from superclass.
void
SoMatrixTransform::callback(SoCallbackAction * action)
{
SoMatrixTransform::doAction((SoAction *)action);
}
// Doc from superclass.
void
SoMatrixTransform::getMatrix(SoGetMatrixAction * action)
{
if (this->matrix.isIgnored()) { return; }
SbMatrix m = this->matrix.getValue();
action->getMatrix().multLeft(m);
SbMatrix mi = m.inverse();
action->getInverse().multRight(mi);
}
// Doc from superclass.
void
SoMatrixTransform::pick(SoPickAction * action)
{
SoMatrixTransform::doAction((SoAction *)action);
}
// Doc from superclass. Overrides the traversal method in this class for
// the SoGetPrimitiveCountAction because the number of primitives can
// be different depending on scene location (and thereby distance to
// camera) if there are e.g. SoLOD nodes in the scene.
void
SoMatrixTransform::getPrimitiveCount(SoGetPrimitiveCountAction * action)
{
SoMatrixTransform::doAction((SoAction *)action);
}