/**************************************************************************\ * * 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 SoResetTransform SoResetTransform.h Inventor/nodes/SoResetTransform.h \brief The SoResetTransform class is a node type which makes it possible to "nullify" state during traversal. \ingroup nodes SoResetTransform is useful for setting up geometry in the scene graph which will not be influenced by the transformation nodes before it during traversal. FILE FORMAT/DEFAULTS: \code ResetTransform { whatToReset TRANSFORM } \endcode */ // ************************************************************************* #include #include #include #include #include #include #include #include // ************************************************************************* /*! \enum SoResetTransform::ResetType The different options for what to reset. */ /*! \var SoResetTransform::ResetType SoResetTransform::TRANSFORM Reset current model transformation. */ /*! \var SoResetTransform::ResetType SoResetTransform::BBOX Reset current bounding box settings. */ /*! \var SoSFBitMask SoResetTransform::whatToReset What this node instance should reset in the state when met during traversal. Default value is SoResetTransform::TRANSFORM. */ // ************************************************************************* SO_NODE_SOURCE(SoResetTransform); /*! Constructor. */ SoResetTransform::SoResetTransform(void) { SO_NODE_INTERNAL_CONSTRUCTOR(SoResetTransform); SO_NODE_ADD_FIELD(whatToReset, (SoResetTransform::TRANSFORM)); SO_NODE_DEFINE_ENUM_VALUE(ResetType, TRANSFORM); SO_NODE_DEFINE_ENUM_VALUE(ResetType, BBOX); SO_NODE_SET_SF_ENUM_TYPE(whatToReset, ResetType); } /*! Destructor. */ SoResetTransform::~SoResetTransform() { } // Doc from superclass. void SoResetTransform::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoResetTransform, SO_FROM_INVENTOR_1); } // Doc from superclass. void SoResetTransform::GLRender(SoGLRenderAction * action) { if (!this->whatToReset.isIgnored() && (this->whatToReset.getValue() & SoResetTransform::TRANSFORM)) { SoState * state = action->getState(); // It's impossible to cache separators with this node as a child. // Invalidate the caches to help the auto cache logic. // pederb, 2005-01-13 SoGLCacheContextElement::shouldAutoCache(state, SoGLCacheContextElement::DONT_AUTO_CACHE); SoCacheElement::invalidate(state); SoGLModelMatrixElement::makeIdentity(state, this); } } // Doc from superclass. void SoResetTransform::getBoundingBox(SoGetBoundingBoxAction * action) { if (!this->whatToReset.isIgnored() && (this->whatToReset.getValue() & SoResetTransform::TRANSFORM)) { SoState * state = action->getState(); // do this instead of calling SoResetTransform::doAction(action), so // that SoLocalBBoxMatrixElement and SoBBoxModelMatrixElement can do // the right thing. SoModelMatrixElement::mult(state, this, SoModelMatrixElement::get(state).inverse()); } if (!this->whatToReset.isIgnored() && (this->whatToReset.getValue() & SoResetTransform::BBOX)) { action->getXfBoundingBox().makeEmpty(); action->resetCenter(); } } // Doc from superclass. void SoResetTransform::doAction(SoAction *action) { if (!this->whatToReset.isIgnored() && (this->whatToReset.getValue() & SoResetTransform::TRANSFORM)) { SoModelMatrixElement::makeIdentity(action->getState(), this); } } // Doc from superclass. void SoResetTransform::callback(SoCallbackAction *action) { SoResetTransform::doAction((SoAction*)action); } // Doc from superclass. void SoResetTransform::getMatrix(SoGetMatrixAction *action) { if (!this->whatToReset.isIgnored() && (this->whatToReset.getValue() & SoResetTransform::TRANSFORM)) { action->getMatrix().makeIdentity(); action->getInverse().makeIdentity(); } } // Doc from superclass. void SoResetTransform::pick(SoPickAction *action) { SoResetTransform::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 SoResetTransform::getPrimitiveCount(SoGetPrimitiveCountAction *action) { SoResetTransform::doAction((SoAction*)action); }