Developer Documentation
|
#include <ACG/Scenegraph/TransformNode.hh>
Public Member Functions | |
TransformNode (BaseNode *_parent=0, const std::string &_name="<TransformNode>") | |
Constructor. | |
virtual | ~TransformNode () |
Destructor. | |
ACG_CLASSNAME (TransformNode) | |
set name | |
void | enter (GLState &_state, const DrawModes::DrawMode &_drawmode) |
set current GL-color and GL-material | |
void | leave (GLState &_state, const DrawModes::DrawMode &_drawmode) |
restores original GL-color and GL-material | |
void | set_center (const Vec3d &_c) |
set center | |
const Vec3d & | center () const |
get center | |
void | loadIdentity () |
virtual void | setIdentity () |
void | translate (const Vec3d &_v) |
Add a translation to the current Transformation. | |
void | rotate (double _angle, const Vec3d &_axis) |
void | scale (double _s) |
Add scaling to the current Transformation. | |
void | scale (const Vec3d &_s) |
Add scaling to the current Transformation. | |
void | scale (const GLMatrixd &_m) |
Add scaling to the current Transformation. | |
const GLMatrixd & | matrix () const |
Returns a const reference to the current transformation matrix. | |
const GLMatrixd & | inverse_matrix () const |
return inverse matrix | |
void | rotation (Vec3d &_axis, double &_angle) const |
return rotation axis & angle | |
const GLMatrixd & | rotation () const |
return rotation matrix | |
const GLMatrixd & | inverse_rotation () const |
return inverse rotation matrix | |
const Vec3d & | translation () const |
returns ref. to translation vector | |
const GLMatrixd & | scale () const |
return scale matrix | |
const GLMatrixd & | inverse_scale () const |
return inverse scale matrix | |
bool | apply_transformation () |
void | apply_transformation (bool _applyTransformation) |
bool | is2D () |
void | set2D (bool _2d) |
bool | isPerSkeletonObject () |
void | setPerSkeletonObject (bool _is) |
void | setPerSkeletonModelView (GLMatrixd _is) |
void | ortho2DMode (GLState &_state) |
void | perSkeletonMode (GLState &_state) |
void | update2DOffset (ACG::Vec2d _offset) |
void | scale2D (double _scale) |
void | setImageDimensions (ACG::Vec2i _dim) |
Public Member Functions inherited from ACG::SceneGraph::ACG::SceneGraph::BaseNode | |
BaseNode (BaseNode *_parent=0, std::string _name="<unknown>") | |
Default constructor. | |
BaseNode (BaseNode *_parent, BaseNode *_child, std::string _name="<unknown>") | |
Put this node between _parent and _child. | |
virtual | ~BaseNode () |
Destructor. | |
void | delete_subtree () |
Delete the whole subtree of this node. More... | |
virtual const std::string & | className () const =0 |
Return class name (implemented by the ACG_CLASSNAME macro) | |
virtual DrawModes::DrawMode | availableDrawModes () const |
virtual void | boundingBox (Vec3d &, Vec3d &) |
virtual void | enter (GLState &, const DrawModes::DrawMode &) |
virtual void | enter (IRenderer *, GLState &_state, const DrawModes::DrawMode &_drawMode) |
virtual void | draw (GLState &, const DrawModes::DrawMode &) |
Draw this node using the draw modes _drawMode. More... | |
virtual void | getRenderObjects (IRenderer *_renderer, GLState &_state, const DrawModes::DrawMode &_drawMode, const Material *_mat) |
Deferred draw call with shader based renderer. More... | |
virtual void | leave (GLState &, const DrawModes::DrawMode &) |
virtual void | leave (IRenderer *, GLState &_state, const DrawModes::DrawMode &_drawMode) |
virtual void | enterPick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode) |
virtual void | pick (GLState &, PickTarget) |
virtual void | leavePick (GLState &_state, PickTarget _target, const DrawModes::DrawMode &_drawMode) |
void | enablePicking (bool _enable) |
bool | pickingEnabled () |
virtual void | mouseEvent (GLState &, QMouseEvent *) |
Handle mouse event (some interaction, e.g. modeling) | |
void | setDirty (bool _dirty=true) |
mark node for redrawn | |
bool | isDirty () const |
Check if node should be redrawn. | |
ChildIter | childrenBegin () |
Returns: begin-iterator of children. | |
ConstChildIter | childrenBegin () const |
Same but cont . | |
ChildIter | childrenEnd () |
Returns: end-iterator of children. | |
ConstChildIter | childrenEnd () const |
Same but const . | |
ChildRIter | childrenRBegin () |
Returns: reverse begin-iterator of children. | |
ConstChildRIter | childrenRBegin () const |
Same but const. | |
ChildRIter | childrenREnd () |
Returns: reverse end-iterator of children. | |
ConstChildRIter | childrenREnd () const |
Same but const . | |
void | push_back (BaseNode *_node) |
Insert _node at the end of the list of children. | |
void | remove (ChildIter _pos) |
size_t | nChildren () const |
number of children | |
ChildIter | find (BaseNode *_node) |
BaseNode * | find (const std::string &_name) |
BaseNode * | parent () |
Get the nodes parent node. | |
const BaseNode * | parent () const |
Get the nodes parent node. | |
void | set_parent (BaseNode *_parent) |
Set the parent of this node. More... | |
StatusMode | status () const |
Get node's status. | |
void | set_status (StatusMode _s) |
Set the status of this node. | |
void | hide () |
Hide Node: set status to HideNode. | |
void | show () |
Show node: set status to Active. | |
bool | visible () |
Is node visible (status == Active)? | |
bool | hidden () |
Is node not visible (status != Active)? | |
std::string | name () const |
Returns: name of node (needs not be unique) | |
void | name (const std::string &_name) |
rename a node | |
unsigned int | id () const |
DrawModes::DrawMode | drawMode () const |
Return the own draw modes of this node. | |
void | drawMode (DrawModes::DrawMode _drawMode) |
unsigned int | traverseMode () const |
Return how the node should be traversed. | |
void | setTraverseMode (unsigned int _mode) |
Set traverse mode for node. | |
MultipassBitMask | multipassStatus () const |
Get the current multipass settings for the nodes status functions. More... | |
void | setMultipassStatus (const MultipassBitMask _passStatus) |
Set multipass settings for the nodes status functions. More... | |
void | multipassStatusSetActive (const unsigned int _i, bool _active) |
Set multipass status to traverse in a specific pass. More... | |
bool | multipassStatusActive (const unsigned int _i) const |
Get multipass status to traverse in a specific pass. More... | |
MultipassBitMask | multipassNode () const |
Get the current multipass settings for the node. More... | |
void | setMultipassNode (const MultipassBitMask _passNode) |
Set multipass settings for the node. More... | |
void | multipassNodeSetActive (const unsigned int _i, bool _active) |
Set Node status to traverse in a specific pass. More... | |
bool | multipassNodeActive (const unsigned int _i) const |
Get Node status to traverse in a specific pass. More... | |
void | setRenderObjectShaders (const std::string &_vertexShaderFile, const std::string &_geometryShaderFile, const std::string &_fragmentShaderFile, bool _relativePaths=true, DrawModes::DrawModePrimitive _primitiveType=DrawModes::PRIMITIVE_POLYGON) |
Set custom shaders. More... | |
void | setRenderObjectShaders (const std::string &_vertexShaderFile, const std::string &_tessControlShaderFile, const std::string &_tessEvalShaderFile, const std::string &_geometryShaderFile, const std::string &_fragmentShaderFile, bool _relativePaths=true, DrawModes::DrawModePrimitive _primitiveType=DrawModes::PRIMITIVE_POLYGON) |
Set custom shaders. More... | |
void | setRenderObjectUniformPool (const GLSL::UniformPool *_pool) |
Set uniforms for shader based rendering. More... | |
const GLSL::UniformPool * | getRenderObjectUniformPool () |
Get uniforms for shader based rendering. More... | |
void | setRenderObjectTexture (int _samplerSlot, GLuint _texId, GLenum _texType=GL_TEXTURE_2D) |
Set textures for shader based rendering. More... | |
void | setRenderObjectModifier (RenderObjectModifier *_modifier) |
Set modifier for render objects. More... | |
RenderObjectModifier * | getRenderObjectModifier () |
Get render-object modifier. More... | |
void | applyRenderObjectSettings (DrawModes::DrawModePrimitive _primitive, RenderObject *_obj) const |
Set shaders, textures and uniforms as provided by user to a render-object. More... | |
Public Attributes | |
bool | is2DObject_ |
bool | isPerSkeletonObject_ |
GLMatrixd | perSkeletonModelView_ |
double | scaleFactor2D_ |
ACG::Vec2i | imageDimensions_ |
ACG::Vec2d | offset_ |
Private Member Functions | |
void | updateMatrix () |
update matrix | |
Private Attributes | |
GLMatrixd | matrix_ |
GLMatrixd | inverse_matrix_ |
GLMatrixd | rotation_matrix_ |
GLMatrixd | inverse_rotation_matrix_ |
GLMatrixd | scale_matrix_ |
GLMatrixd | inverse_scale_matrix_ |
Vec3d | center_ |
Vec3d | translation_ |
Quaterniond | quaternion_ |
bool | applyTransformation_ |
Additional Inherited Members | |
Public Types inherited from ACG::SceneGraph::ACG::SceneGraph::BaseNode | |
enum | StatusMode { Active = 0x1, HideNode = 0x2, HideChildren = 0x4, HideSubtree = 0x8 } |
Status modi. More... | |
enum | TraverseMode { NodeFirst = 0x1, ChildrenFirst = 0x2, SecondPass = 0x4 } |
Node traverse types. More... | |
typedef std::vector< BaseNode * >::const_iterator | ConstChildIter |
allows to iterate over children | |
typedef std::vector< BaseNode * >::iterator | ChildIter |
allows to iterate over children | |
typedef std::vector< BaseNode * >::const_reverse_iterator | ConstChildRIter |
allows to reverse iterate over children | |
typedef std::vector< BaseNode * >::reverse_iterator | ChildRIter |
allows to reverse iterate over children | |
enum | PASSES { NOPASS = 0, ALLPASSES = 1 << 0, PASS_1 = 1 << 1, PASS_2 = 1 << 2, PASS_3 = 1 << 3, PASS_4 = 1 << 4, PASS_5 = 1 << 5, PASS_6 = 1 << 6, PASS_7 = 1 << 7, PASS_8 = 1 << 8 } |
This enum should be used to enable rendering of a node in different. | |
typedef unsigned int | MultipassBitMask |
Multipass pass bit mask type. | |
TransformNode - general 3D geometric transformation node. Provides functionality to translate, scale or rotate around a specified center. This is the base class for e.g. the TrackballNode and the ManipulatorNode, that only add a GUI for generating the transformations.
Note that in order for the transformations to apply in each traversal of the scenegraph, one has to call apply_transformation(true) once.
Definition at line 95 of file TransformNode.hh.
void ACG::SceneGraph::TransformNode::loadIdentity | ( | ) |
Reset transformation to identity, i.e. reset rotation, translating and scaling factor.
Definition at line 97 of file TransformNode.cc.
void ACG::SceneGraph::TransformNode::rotate | ( | double | _angle, |
const Vec3d & | _axis | ||
) |
Add a rotation to the current Transformation. Assume angle in degree and axis normalized
Definition at line 143 of file TransformNode.cc.
|
virtual |
set the current transformation to the identity transformation, i.e. change the center() to the transfomed center and loadIdentity().
Reimplemented in ACG::SceneGraph::TranslationManipulatorNode, ACG::SceneGraph::TrackballNode, and ACG::SceneGraph::ManipulatorNode.
Definition at line 118 of file TransformNode.cc.