/**************************************************************************\
*
* 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 SoTexture3Transform SoTexture3Transform.h Inventor/nodes/SoTexture3Transform.h
\brief The SoTexture3Transform class is used to define 3D texture transformations.
\ingroup nodes
Textures applied to shapes in the scene can be transformed by
"prefixing" in the state with instances of this node
type. Translations, rotations and scaling in 3D can all be done.
The default settings of this node's fields equals a "null
transform", ie no transformation.
\COIN_CLASS_EXTENSION
FILE FORMAT/DEFAULTS:
\code
Texture3Transform {
translation 0 0 0
rotation 0 0 1 0
scaleFactor 1 1 1
scaleOrientation 0 0 1 0
center 0 0 0
}
\endcode
\sa SoTexture2Transform
\since Coin 2.0
\since TGS Inventor 2.6
*/
// *************************************************************************
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
// *************************************************************************
/*!
\var SoSFVec3f SoTexture3Transform::translation
Texture coordinate translation. Default value is [0, 0, 0].
*/
/*!
\var SoSFRotation SoTexture3Transform::rotation
Texture coordinate rotation (s is x-axis, t is y-axis and r is
z-axis). Defaults to an identity rotation (ie zero rotation).
*/
/*!
\var SoSFVec3f SoTexture3Transform::scaleFactor
Texture coordinate scale factors. Default value is [1, 1, 1].
*/
/*!
\var SoSFRotation SoTexture3Transform::scaleOrientation
The orientation the texture is set to before scaling. Defaults to
an identity rotation (ie zero rotation).
*/
/*!
\var SoSFVec3f SoTexture3Transform::center
Center for scale and rotation. Default value is [0, 0, 0].
*/
// *************************************************************************
SO_NODE_SOURCE(SoTexture3Transform);
/*!
Constructor.
*/
SoTexture3Transform::SoTexture3Transform(void)
{
SO_NODE_INTERNAL_CONSTRUCTOR(SoTexture3Transform);
SO_NODE_ADD_FIELD(translation, (0.0f, 0.0f, 0.0f));
SO_NODE_ADD_FIELD(rotation, (SbRotation(SbVec3f(0.0f, 0.0f, 1.0f), 0.0f)));
SO_NODE_ADD_FIELD(scaleFactor, (1.0f, 1.0f, 1.0f));
SO_NODE_ADD_FIELD(scaleOrientation, (SbRotation(SbVec3f(0.0f, 0.0f, 1.0f), 0.0f)));
SO_NODE_ADD_FIELD(center, (0.0f, 0.0f, 0.0f));
}
/*!
Destructor.
*/
SoTexture3Transform::~SoTexture3Transform()
{
}
// Documented in superclass.
void
SoTexture3Transform::initClass(void)
{
SO_NODE_INTERNAL_INIT_CLASS(SoTexture3Transform, SO_FROM_INVENTOR_1);
SO_ENABLE(SoGLRenderAction, SoGLTextureMatrixElement);
SO_ENABLE(SoCallbackAction, SoTextureMatrixElement);
SO_ENABLE(SoPickAction, SoTextureMatrixElement);
}
// Documented in superclass.
void
SoTexture3Transform::GLRender(SoGLRenderAction * action)
{
SoState * state = action->getState();
int unit = SoTextureUnitElement::get(state);
if (unit == 0) {
SoTexture3Transform::doAction(action);
}
else {
const cc_glglue * glue =
cc_glglue_instance(SoGLCacheContextElement::get(state));
int maxunits = cc_glglue_max_texture_units(glue);
if (unit < maxunits) {
SbMatrix mat;
mat.setTransform(this->translation.getValue(),
this->rotation.getValue(),
this->scaleFactor.getValue(),
this->scaleOrientation.getValue(),
this->center.getValue());
SoMultiTextureMatrixElement::mult(state, this, unit, mat);
}
else {
// we already warned in SoTextureUnit. I think it's best to just
// ignore the texture here so that all textures for non-supported
// units will be ignored. pederb, 2003-11-11
}
}
}
// Documented in superclass.
void
SoTexture3Transform::doAction(SoAction *action)
{
SbMatrix mat;
mat.setTransform(this->translation.getValue(),
this->rotation.getValue(),
this->scaleFactor.getValue(),
this->scaleOrientation.getValue(),
this->center.getValue());
SoTextureMatrixElement::mult(action->getState(), this, mat);
}
// Documented in superclass.
void
SoTexture3Transform::callback(SoCallbackAction *action)
{
SoTexture3Transform::doAction(action);
}
// Documented in superclass.
void
SoTexture3Transform::getMatrix(SoGetMatrixAction * action)
{
SbMatrix mat;
mat.setTransform(this->translation.getValue(),
this->rotation.getValue(),
this->scaleFactor.getValue(),
this->scaleOrientation.getValue(),
this->center.getValue());
action->getTextureMatrix().multLeft(mat);
action->getTextureInverse().multRight(mat.inverse());
}
// Documented in superclass.
void
SoTexture3Transform::pick(SoPickAction * action)
{
SoTexture3Transform::doAction(action);
}