/* * NodeTransform.cpp * * Copyright (C) 1999 Stephen F. White * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program (see the file "COPYING" for details); if * not, write to the Free Software Foundation, Inc., 675 Mass Ave, * Cambridge, MA 02139, USA. */ #include #include "stdafx.h" #include "NodeTransform.h" #include "Scene.h" #include "Proto.h" #include "FieldValue.h" #include "SFVec3f.h" #include "SFRotation.h" #include "SFFloat.h" #include "MFNode.h" #include "FieldCommand.h" #include "Matrix.h" #include "Util.h" #include "NodeViewpoint.h" #include "Field.h" #include "ExposedField.h" #define HANDLE_SIZE 1.25f #define ROTATION_HANDLE_SEGMENTS 40 ProtoTransform::ProtoTransform(Scene *scene) : Proto(scene, "Transform") { addEventIn(MFNODE, "addChildren"); addEventIn(MFNODE, "removeChildren"); center.set( addExposedField(SFVEC3F, "center", new SFVec3f(0.0f, 0.0f, 0.0f))); children.set ( addExposedField(MFNODE, "children", new MFNode(), CHILD_NODE)); ExposedField* rot = new ExposedField(SFROTATION, "rotation", new SFRotation(0.0f, 0.0f, 1.0f, 0.0f)); rot->setFlags(EIF_RECOMMENDED); rotation.set(addExposedField(rot)); scale.set( addExposedField(SFVEC3F, "scale", new SFVec3f(1.0f, 1.0f, 1.0f), new SFFloat(0.0f))); scaleOrientation.set( addExposedField(SFROTATION, "scaleOrientation", new SFRotation(0.0f, 0.0f, 1.0f, 0.0f))); ExposedField* trans = new ExposedField(SFVEC3F, "translation", new SFVec3f(0.0f, 0.0f, 0.0f)); trans->setFlags(EIF_RECOMMENDED); translation.set(addExposedField(trans)); bboxCenter.set( addField(SFVEC3F, "bboxCenter", new SFVec3f(0, 0, 0))); bboxSize.set( addField(SFVEC3F, "bboxSize", new SFVec3f(-1, -1, -1), new SFFloat(-1.0f))); } Node * ProtoTransform::create(Scene *scene) { return new NodeTransform(scene, this); } NodeTransform::NodeTransform(Scene *scene, Proto *def) : Node(scene, def) { _matrixDirty = true; } NodeTransform::~NodeTransform() { } void NodeTransform::getMatrix(float* matrix) { for (int i=0;i<16;i++) matrix[i]=_matrix[i]; } const Vec3f & NodeTransform::getCenter(void) { static Vec3f v; v= center()->getValue(); return v; } const Quaternion & NodeTransform::getQuat(void) { return rotation()->getQuat(); } const Vec3f & NodeTransform::getScale(void) { static Vec3f v; v = scale()->getValue(); return v; } void NodeTransform::setQuat(const Quaternion &quat) { rotation(new SFRotation(quat)); } void NodeTransform::transform() { const float *fcenter = center()->getValue(); const float *frotation = rotation()->getValue(); const float *fscale = scale()->getValue(); const float *fscaleOrientation = scaleOrientation()->getValue(); const float *ftranslation = translation()->getValue(); if (_matrixDirty) { glPushMatrix(); glLoadIdentity(); glTranslatef(ftranslation[0], ftranslation[1], ftranslation[2]); glTranslatef(fcenter[0], fcenter[1], fcenter[2]); glRotatef(RAD2DEG(frotation[3]), frotation[0], frotation[1], frotation[2]); glRotatef(RAD2DEG(fscaleOrientation[3]), fscaleOrientation[0], fscaleOrientation[1], fscaleOrientation[2]); glScalef(fscale[0], fscale[1], fscale[2]); glRotatef(-RAD2DEG(fscaleOrientation[3]), fscaleOrientation[0], fscaleOrientation[1], fscaleOrientation[2]); glTranslatef(-fcenter[0], -fcenter[1], -fcenter[2]); glGetFloatv(GL_MODELVIEW_MATRIX, _matrix); glPopMatrix(); _matrixDirty = false; } glMultMatrixf((GLfloat *) _matrix); } void NodeTransform::transformForHandle(int handle) { const float *fcenter = center()->getValue(); const float *frotation = rotation()->getValue(); const float *fscaleOrientation = scaleOrientation()->getValue(); const float *ftranslation = translation()->getValue(); glTranslatef(ftranslation[0], ftranslation[1], ftranslation[2]); glTranslatef(fcenter[0], fcenter[1], fcenter[2]); glRotatef(RAD2DEG(frotation[3]), frotation[0], frotation[1], frotation[2]); if (handle == SCALE_X || handle == SCALE_Y || handle == SCALE_Z) { glRotatef(RAD2DEG(fscaleOrientation[3]), fscaleOrientation[0], fscaleOrientation[1], fscaleOrientation[2]); } return; } void NodeTransform::draw() { int i; NodeList *childList = children()->getValues(); int n = childList->size(); glPushMatrix(); transform(); for (i = 0; i < n; i++) childList->get(i)->bind(); glPushName(1); // field glPushName(0); // index for (i = 0; i < n; i++) { glLoadName(i); childList->get(i)->draw(); } glPopName(); glPopName(); for (i = 0; i < n; i++) childList->get(i)->unbind(); glPopMatrix(); } void NodeTransform::drawHandles() { TransformMode* tm=_scene->getTransformMode(); if (tm->tmode==TM_TRANSLATE) drawTranslationHandles(); else if (tm->tmode==TM_6D) draw6DHandles(); else if (tm->tmode==TM_6DLOCAL) draw6DlocalHandles(); else if (tm->tmode==TM_ROCKET) drawRocketHandles(); else if (tm->tmode==TM_HOVER) drawHoverHandles(); else if (tm->tmode==TM_ROTATE) drawRotationHandles(); else if (tm->tmode==TM_SCALE) drawScaleHandles(); else if (tm->tmode==TM_CENTER) drawCenterHandles(); } void NodeTransform::drawTranslationHandles() { float black[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; glPushMatrix(); transformForHandle(TRANSLATION); glScalef(HANDLE_SIZE, HANDLE_SIZE, HANDLE_SIZE); glPushName(TRANSLATION); drawAxisLines(); glEnable(GL_CULL_FACE); Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black); Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black); GLUquadricObj *obj = gluNewQuadric(); glLoadName(TRANSLATION_X); drawCone(obj, 1.0f, 0.0f, 0.0f); glLoadName(TRANSLATION_Y); drawCone(obj, 0.0f, 1.0f, 0.0f); glLoadName(TRANSLATION_Z); drawCone(obj, 0.0f, 0.0f, 1.0f); gluDeleteQuadric(obj); glPopName(); glDisable(GL_CULL_FACE); glPopMatrix(); } void NodeTransform::draw6DHandles() { float black[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; glPushMatrix(); transformForHandle(TRANSLATION); glScalef(HANDLE_SIZE, HANDLE_SIZE, HANDLE_SIZE); glPushName(TRANSLATION); drawAxisLines(); glEnable(GL_CULL_FACE); Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black); Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black); GLUquadricObj *obj = gluNewQuadric(); glLoadName(TRANSLATION_X); drawSphere(obj, 1.0f, 0.0f, 0.0f); glLoadName(TRANSLATION_Y); drawSphere(obj, 0.0f, 1.0f, 0.0f); glLoadName(TRANSLATION_Z); drawSphere(obj, 0.0f, 0.0f, 1.0f); gluDeleteQuadric(obj); glPopName(); glDisable(GL_CULL_FACE); glPopMatrix(); } void NodeTransform::draw6DlocalHandles() { float black[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; glPushMatrix(); transformForHandle(TRANSLATION); glScalef(HANDLE_SIZE, HANDLE_SIZE, HANDLE_SIZE); glPushName(TRANSLATION); drawAxisLines(); glEnable(GL_CULL_FACE); Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black); Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black); GLUquadricObj *obj = gluNewQuadric(); glLoadName(TRANSLATION_X); drawSphere(obj, 1.0f, 0.0f, 0.0f); glLoadName(TRANSLATION_Y); drawSphere(obj, 0.0f, 1.0f, 0.0f); glLoadName(TRANSLATION_Z); drawCone(obj, 0.0f, 0.0f, 1.0f); gluDeleteQuadric(obj); glPopName(); glDisable(GL_CULL_FACE); glPopMatrix(); } void NodeTransform::drawRocketHandles() { float black[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; glPushMatrix(); transformForHandle(TRANSLATION); glScalef(HANDLE_SIZE, HANDLE_SIZE, HANDLE_SIZE); glPushName(TRANSLATION); drawAxisLines(); glEnable(GL_CULL_FACE); Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black); Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black); GLUquadricObj *obj = gluNewQuadric(); glLoadName(TRANSLATION_X); drawCylinder(obj, 1.0f, 0.0f, 0.0f); glLoadName(TRANSLATION_Y); drawCylinder(obj, 0.0f, 1.0f, 0.0f); glLoadName(TRANSLATION_Z); drawCone(obj, 0.0f, 0.0f, 1.0f); gluDeleteQuadric(obj); glPopName(); glDisable(GL_CULL_FACE); glPopMatrix(); } void NodeTransform::drawHoverHandles() { float black[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; glPushMatrix(); transformForHandle(TRANSLATION); glScalef(HANDLE_SIZE, HANDLE_SIZE, HANDLE_SIZE); glPushName(TRANSLATION); drawAxisLines(); glEnable(GL_CULL_FACE); Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black); Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black); GLUquadricObj *obj = gluNewQuadric(); glLoadName(TRANSLATION_X); drawAntiCone(obj, 1.0f, 0.0f, 0.0f); glLoadName(TRANSLATION_Y); drawAntiCone(obj, 0.0f, 1.0f, 0.0f); glLoadName(TRANSLATION_Z); drawCone(obj, 0.0f, 0.0f, 1.0f); gluDeleteQuadric(obj); glPopName(); glDisable(GL_CULL_FACE); glPopMatrix(); } void NodeTransform::drawScaleHandle(float x, float y, float z) { float color[4] = {x, y, z, 1.0f}; Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color); glPushMatrix(); glRotatef(90.0f * x - 90.0f * y, y, x, z); glTranslatef(0.0f, 0.0f, 1.1f); Util::DrawBox(0.1f, 0.1f, 0.1f); glPopMatrix(); } void NodeTransform::drawCenterHandles() { float black[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; glPushMatrix(); transformForHandle(CENTER); glScalef(HANDLE_SIZE, HANDLE_SIZE, HANDLE_SIZE); glPushName(CENTER); drawAxisLines(); glEnable(GL_CULL_FACE); Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black); Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black); GLUquadricObj *obj = gluNewQuadric(); glLoadName(CENTER_X); drawCone(obj, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f); glLoadName(CENTER_Y); drawCone(obj, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f); glLoadName(CENTER_Z); drawCone(obj, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f); gluDeleteQuadric(obj); glPopName(); glDisable(GL_CULL_FACE); glPopMatrix(); } void NodeTransform::drawCone(GLUquadricObj *obj, float x, float y, float z) { drawCone(obj,x,y,z, x,y,z); } void NodeTransform::drawCone(GLUquadricObj *obj, float x, float y, float z, float r, float b, float g) { float color[4] = {r, b, g, 1.0f}; Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color); glPushMatrix(); glRotatef(90.0f * x - 90.0f * y, y, x, z); glTranslatef(0.0f, 0.0f, 1.0f); gluCylinder(obj, 0.07, 0.0, 0.2, 10, 10); gluQuadricOrientation(obj, (GLenum) GLU_INSIDE); gluDisk(obj, 0.0, 0.07, 10, 1); gluQuadricOrientation(obj, (GLenum) GLU_OUTSIDE); glPopMatrix(); } void NodeTransform::drawSphere(GLUquadricObj *obj, float x, float y, float z) { drawSphere(obj,x,y,z, x,y,z); } void NodeTransform::drawSphere(GLUquadricObj *obj, float x, float y, float z, float r, float b, float g) { float color[4] = {r, b, g, 1.0f}; Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color); glPushMatrix(); glRotatef(90.0f * x - 90.0f * y, y, x, z); glTranslatef(0.0f, 0.0f, 1.0f); gluSphere(obj, 0.07, 10, 10); glPopMatrix(); } void NodeTransform::drawAntiCone(GLUquadricObj *obj, float x, float y, float z) { drawAntiCone(obj,x,y,z, x,y,z); } void NodeTransform::drawAntiCone(GLUquadricObj *obj, float x, float y, float z, float r, float b, float g) { float color[4] = {r, b, g, 1.0f}; Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color); glPushMatrix(); glRotatef(90.0f * x - 90.0f * y, y, x, z); glTranslatef(0.0f, 0.0f, 1.0f); gluCylinder(obj, 0.0, 0.07, 0.2, 10, 10); glTranslatef(0.0f, 0.0f, 0.2f); gluDisk(obj, 0.0, 0.07, 10, 1); glPopMatrix(); } void NodeTransform::drawCylinder(GLUquadricObj *obj, float x, float y, float z) { drawCylinder(obj,x,y,z, x,y,z); } void NodeTransform::drawCylinder(GLUquadricObj *obj, float x, float y, float z, float r, float b, float g) { float color[4] = {r, b, g, 1.0f}; Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color); glPushMatrix(); glRotatef(90.0f * x - 90.0f * y, y, x, z); glTranslatef(0.0f, 0.0f, 1.0f); gluCylinder(obj, 0.07, 0.07, 0.2, 10, 10); gluQuadricOrientation(obj, (GLenum) GLU_INSIDE); gluDisk(obj, 0.0, 0.07, 10, 1); gluQuadricOrientation(obj, (GLenum) GLU_OUTSIDE); glTranslatef(0.0f, 0.0f, 0.2f); gluDisk(obj, 0.0, 0.07, 10, 1); glPopMatrix(); } void NodeTransform::preDraw() { NodeList *childList = children()->getValues(); glPushMatrix(); transform(); for (int i = 0; i < childList->size(); i++) childList->get(i)->preDraw(); glPopMatrix(); } void NodeTransform::drawRotationHandles() { float inc = 2 * PI / ROTATION_HANDLE_SEGMENTS; float i; GLint mode; glGetIntegerv(GL_RENDER_MODE, &mode); bool picking = mode == GL_SELECT; glPushMatrix(); glPushAttrib(GL_LIGHTING | GL_LINE_SMOOTH | GL_BLEND); glDisable(GL_LIGHTING); glEnable(GL_LINE_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glPushName(ROTATION); transformForHandle(ROTATION); if (picking) { float mat[4][4]; glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) mat); glPushMatrix(); glLoadIdentity(); glTranslatef(mat[3][0], mat[3][1], mat[3][2]); glScalef(HANDLE_SIZE, HANDLE_SIZE, HANDLE_SIZE); Util::myGlColor4f(1.0f, 1.0f, 1.0f, 0.5f); glBegin(GL_POLYGON); for (i = 0.0f; i < 2 * PI; i += inc) { float s = (float) sin(i); float c = (float) cos(i); glVertex3f(c, s, 0.0f); } glEnd(); glPopMatrix(); } glScalef(HANDLE_SIZE, HANDLE_SIZE, HANDLE_SIZE); glLoadName(ROTATION_X); Util::myGlColor3f(1.0f, 0.0f, 0.0f); glBegin(GL_LINE_LOOP); for (i = 0.0f; i < 2 * PI; i += inc) { float s = (float) sin(i); float c = (float) cos(i); glVertex3f(0.0f, c, s); } glEnd(); glLoadName(ROTATION_Y); Util::myGlColor3f(0.0f, 1.0f, 0.0f); glBegin(GL_LINE_LOOP); for (i = 0.0f; i < 2 * PI; i += inc) { float s = (float) sin(i); float c = (float) cos(i); glVertex3f(s, 0.0f, c); } glEnd(); glLoadName(ROTATION_Z); Util::myGlColor3f(0.0f, 0.0f, 1.0f); glBegin(GL_LINE_LOOP); for (i = 0.0f; i < 2 * PI; i += inc) { float s = (float) sin(i); float c = (float) cos(i); glVertex3f(c, s, 0.0f); } glEnd(); glPopMatrix(); glPopName(); glPopAttrib(); } void NodeTransform::drawAxisLines() { float white[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; glPushAttrib(GL_LIGHTING | GL_LINE_SMOOTH | GL_BLEND); glDisable(GL_LIGHTING); glEnable(GL_LINE_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); Util::myGlColor3fv(white); glBegin(GL_LINES); glVertex3i(0, 0, 0); glVertex3i(1, 0, 0); glVertex3i(0, 0, 0); glVertex3i(0, 1, 0); glVertex3i(0, 0, 0); glVertex3i(0, 0, 1); glEnd(); glDisable(GL_CULL_FACE); glPopAttrib(); } void NodeTransform::drawScaleHandles() { float black[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; glPushMatrix(); transformForHandle(SCALE_X); const float *fscale = scale()->getValue(); glScalef(fscale[0], fscale[1], fscale[2]); glScalef(HANDLE_SIZE, HANDLE_SIZE, HANDLE_SIZE); glPushName(TRANSLATION); drawAxisLines(); glEnable(GL_CULL_FACE); Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black); Util::myGlMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black); glLoadName(SCALE_X); drawScaleHandle(1.0f, 0.0f, 0.0f); glLoadName(SCALE_Y); drawScaleHandle(0.0f, 1.0f, 0.0f); glLoadName(SCALE_Z); drawScaleHandle(0.0f, 0.0f, 1.0f); glPopName(); glDisable(GL_CULL_FACE); glPopMatrix(); } Vec3f NodeTransform::getHandle(int handle, int *constraint, int *field) { const float *fscale = scale()->getValue(); SFRotation *sfrotation = rotation(); switch (handle) { case TRANSLATION_X: *constraint = CONSTRAIN_X; *field = 5; return Vec3f(HANDLE_SIZE, 0.0f, 0.0f); case TRANSLATION_Y: *constraint = CONSTRAIN_Y; *field = 5; return Vec3f(0.0f, HANDLE_SIZE, 0.0f); case TRANSLATION_Z: *constraint = CONSTRAIN_Z; *field = 5; return Vec3f(0.0f, 0.0f, HANDLE_SIZE); case TRANSLATION: *field = 5; return Vec3f(0.0f, 0.0f, 0.0f); case ROTATION: *field = 2; *constraint = CONSTRAIN_SPHERE; return sfrotation->getEulerAngles(0); case ROTATION_X: *field = 2; *constraint = CONSTRAIN_YZ; return Vec3f(0.0f, 0.0f, 0.0f); case ROTATION_Y: *field = 2; *constraint = CONSTRAIN_ZX; return Vec3f(0.0f, 0.0f, 0.0f); case ROTATION_Z: *field = 2; *constraint = CONSTRAIN_XY; return Vec3f(0.0f, 0.0f, 0.0f); case SCALE_X: *constraint = CONSTRAIN_X; *field = 3; return Vec3f(fscale[0] * HANDLE_SIZE, 0.0f, 0.0f); case SCALE_Y: *constraint = CONSTRAIN_Y; *field = 3; return Vec3f(0.0f, fscale[1] * HANDLE_SIZE, 0.0f); case SCALE_Z: *constraint = CONSTRAIN_Z; *field = 3; return Vec3f(0.0f, 0.0f, fscale[2] * HANDLE_SIZE); case CENTER_X: *constraint = CONSTRAIN_X; *field = 0; return Vec3f(HANDLE_SIZE, 0.0f, 0.0f); case CENTER_Y: *constraint = CONSTRAIN_Y; *field = 0; return Vec3f(0.0f, HANDLE_SIZE, 0.0f); case CENTER_Z: *constraint = CONSTRAIN_Z; *field = 0; return Vec3f(0.0f, 0.0f, HANDLE_SIZE); case CENTER: *field = 0; return Vec3f(0.0f, 0.0f, 0.0f); default: assert(0); *field = 3; return Vec3f(fscale); } } void NodeTransform::setHandle(int handle, const Vec3f &v) { const float *fcenter = center()->getValue(); SFRotation *sfrotation = rotation(); const float *rot = sfrotation->getValue(); const float *fscale = scale()->getValue(); const float *ftranslation = translation()->getValue(); Matrix mat; glPushMatrix(); glLoadIdentity(); if ((handle==CENTER_X) || (handle==CENTER_Y) || (handle==CENTER_Z) || (handle==CENTER)) glTranslatef(fcenter[0], fcenter[1], fcenter[2]); else glTranslatef(ftranslation[0], ftranslation[1], ftranslation[2]); glRotatef(RAD2DEG(rot[3]), rot[0], rot[1], rot[2]); glGetFloatv(GL_MODELVIEW_MATRIX, mat); glPopMatrix(); ProtoTransform *proto = (ProtoTransform *)getProto(); switch (handle) { case TRANSLATION: _scene->setField(this, proto->translation, new SFVec3f(mat * v)); break; case TRANSLATION_X: _scene->setField(this, proto->translation, new SFVec3f(mat * (v - Vec3f(HANDLE_SIZE, 0.0f, 0.0f)))); break; case TRANSLATION_Y: _scene->setField(this, proto->translation, new SFVec3f(mat * (v - Vec3f(0.0f, HANDLE_SIZE, 0.0f)))); break; case TRANSLATION_Z: _scene->setField(this, proto->translation, new SFVec3f(mat * (v - Vec3f(0.0f, 0.0f, HANDLE_SIZE)))); break; case ROTATION: _scene->setField(this, proto->rotation, new SFRotation(v, 0)); break; case ROTATION_X: _scene->setField(this, proto->rotation, new SFRotation(Quaternion(Vec3f(1.0f, 0.0f, 0.0f), v.x) * sfrotation->getQuat())); break; case ROTATION_Y: _scene->setField(this, proto->rotation, new SFRotation(Quaternion(Vec3f(0.0f, 1.0f, 0.0f), v.y) * sfrotation->getQuat())); break; case ROTATION_Z: _scene->setField(this, proto->rotation, new SFRotation(Quaternion(Vec3f(0.0f, 0.0f, 1.0f), v.z) * sfrotation->getQuat())); break; case SCALE_X: if (v.x > 0.0f) { _scene->setField(this, proto->scale, new SFVec3f(Vec3f(v.x, fscale[1], fscale[2]))); } break; case SCALE_Y: if (v.y > 0.0f) { _scene->setField(this, proto->scale, new SFVec3f(Vec3f(fscale[0], v.y, fscale[2]))); } break; case SCALE_Z: if (v.z > 0.0f) { _scene->setField(this, proto->scale, new SFVec3f(Vec3f(fscale[0], fscale[1], v.z))); } break; case SCALE: if ((v.x > 0.0f) && (v.y > 0.0f) && (v.z > 0.0f)) { _scene->setField(this, proto->scale, new SFVec3f(Vec3f(v.x,v.y,v.z))); } break; case CENTER: _scene->setField(this, proto->center, new SFVec3f(mat * v)); break; case CENTER_X: _scene->setField(this, proto->center, new SFVec3f(mat * (v - Vec3f(HANDLE_SIZE, 0.0f, 0.0f)))); break; case CENTER_Y: _scene->setField(this, proto->center, new SFVec3f(mat * (v - Vec3f(0.0f, HANDLE_SIZE, 0.0f)))); break; case CENTER_Z: _scene->setField(this, proto->center, new SFVec3f(mat * (v - Vec3f(0.0f, 0.0f, HANDLE_SIZE)))); break; default: assert(0); break; } } void NodeTransform::receiveEvent(int eventIn, double timestamp, FieldValue *value) { switch (eventIn) { case 0: // FIXME: do addChildren here break; case 1: // FIXME: do removeChildren here break; default: Node::receiveEvent(eventIn, timestamp, value); break; } } void NodeTransform::setField(int field, FieldValue *value) { if (field != 1) _matrixDirty = true; Node::setField(field, value); } void NodeTransform::flip(int index) { center()->flip(index); rotation()->flip(index); scaleOrientation()->flip(index); translation()->flip(index); bboxCenter()->flip(index); NodeList *childList = children()->getValues(); for (int i = 0; i < childList->size(); i++) childList->get(i)->flip(index); _matrixDirty = true; } int NodeTransform::countPolygons(void) { int ret = 0; NodeList *childList = children()->getValues(); for (int i = 0; i < childList->size(); i++) ret += childList->get(i)->countPolygons(); return ret; } int NodeTransform::countPrimitives(void) { int ret = 0; NodeList *childList = children()->getValues(); for (int i = 0; i < childList->size(); i++) ret += childList->get(i)->countPrimitives(); return ret; }