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File: SoRotationXYZ.cpp

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/**************************************************************************\
 *
 *  This file is part of the Coin 3D visualization library.
 *  Copyright (C) by Kongsberg Oil & Gas Technologies.
 *
 *  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 Kongsberg Oil & Gas Technologies
 *  about acquiring a Coin Professional Edition License.
 *
 *  See http://www.coin3d.org/ for more information.
 *
 *  Kongsberg Oil & Gas Technologies, Bygdoy Alle 5, 0257 Oslo, NORWAY.
 *  http://www.sim.no/  sales@sim.no  coin-support@coin3d.org
 *
\**************************************************************************/

/*!
  \class SoRotationXYZ SoRotationXYZ.h Inventor/nodes/SoRotationXYZ.h
  \brief The SoRotationXYZ class is a node type for specifying rotation around a particular axis.
  \ingroup nodes

  Application programmers can use nodes of this type instead of
  SoRotation nodes for simplicity and clarity if the rotation will
  only happen around one particular axis.

  Using SoRotationXYZ nodes are also simpler and more efficient than
  using SoRotation nodes if you are connecting engines to rotation
  angles for animation purposes.

  <b>FILE FORMAT/DEFAULTS:</b>
  \code
    RotationXYZ {
        angle 0
        axis X
    }
  \endcode
*/

// *************************************************************************

#include <Inventor/nodes/SoRotationXYZ.h>

#include <Inventor/actions/SoGetMatrixAction.h>
#include <Inventor/elements/SoModelMatrixElement.h>

#include "nodes/SoSubNodeP.h"

// *************************************************************************

/*!
  \enum SoRotationXYZ::Axis
  Enumerated values for the 3 axes.
*/

/*!
  \var SoSFEnum SoRotationXYZ::axis
  Which axis to rotate around. Defaults to SoRotationXYZ::X.
*/
/*!
  \var SoSFFloat SoRotationXYZ::angle
  The angle to rotate, specified in radians.
*/


// *************************************************************************

SO_NODE_SOURCE(SoRotationXYZ);

/*!
  Constructor.
*/
SoRotationXYZ::SoRotationXYZ(void)
{
  SO_NODE_INTERNAL_CONSTRUCTOR(SoRotationXYZ);

  SO_NODE_ADD_FIELD(angle, (0.0f));
  SO_NODE_ADD_FIELD(axis, (SoRotationXYZ::X));

  SO_NODE_DEFINE_ENUM_VALUE(Axis, X);
  SO_NODE_DEFINE_ENUM_VALUE(Axis, Y);
  SO_NODE_DEFINE_ENUM_VALUE(Axis, Z);
  SO_NODE_SET_SF_ENUM_TYPE(axis, Axis);
}

/*!
  Destructor.
*/
SoRotationXYZ::~SoRotationXYZ()
{
}

// Doc from superclass.
void
SoRotationXYZ::initClass(void)
{
  SO_NODE_INTERNAL_INIT_CLASS(SoRotationXYZ, SO_FROM_INVENTOR_1);
}

// Doc from superclass.
void
SoRotationXYZ::doAction(SoAction * action)
{
  SbVec3f rotvec;
  if (this->getVector(rotvec)) {
    SoModelMatrixElement::rotateBy(action->getState(), this,
                                   SbRotation(rotvec, angle.getValue()));
  }
}

// Doc from superclass.
void
SoRotationXYZ::callback(SoCallbackAction * action)
{
  SoRotationXYZ::doAction((SoAction *)action);
}

// Doc from superclass.
void
SoRotationXYZ::GLRender(SoGLRenderAction * action)
{
  SoRotationXYZ::doAction((SoAction *)action);
}

// Doc from superclass.
void
SoRotationXYZ::getBoundingBox(SoGetBoundingBoxAction * action)
{
  SoRotationXYZ::doAction((SoAction *)action);
}

// Doc from superclass.
void
SoRotationXYZ::getMatrix(SoGetMatrixAction * action)
{
  SbMatrix m;

  SbRotation r = this->getRotation();
  r.getValue(m);
  action->getMatrix().multLeft(m);

  SbRotation ri = r.inverse();
  ri.getValue(m);
  action->getInverse().multRight(m);
}

// Doc from superclass.
void
SoRotationXYZ::pick(SoPickAction * action)
{
  SoRotationXYZ::doAction((SoAction *)action);
}

// Doc from superclass.
SbBool
SoRotationXYZ::getVector(SbVec3f & rotvec) const
{
  assert((int)axis.getValue() >= 0 && (int)axis.getValue() <= 2);

  rotvec.setValue(0.0f, 0.0f, 0.0f);
  rotvec[(int)axis.getValue()] = 1.0f;
  return TRUE;
}

/*!
  Returns an SbRotation object with values set up to correspond with
  the specified rotation of the node.
 */
SbRotation
SoRotationXYZ::getRotation(void) const
{
  SbVec3f theaxis;
  this->getVector(theaxis);
  return SbRotation(theaxis, this->angle.getValue());
}

// 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
SoRotationXYZ::getPrimitiveCount(SoGetPrimitiveCountAction *action)
{
  SoRotationXYZ::doAction((SoAction *)action);
}