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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 SoScale SoScale.h Inventor/nodes/SoScale.h
\brief The SoScale class is a node type for scaling scene graph geometry.
\ingroup nodes
Use nodes of this type to apply scaling operations during scenegraph
traversals for e.g. rendering. Scale values are specified in a
triple-value vector, with one scale factor for each of the 3
principal axes.
<b>FILE FORMAT/DEFAULTS:</b>
\code
Scale {
scaleFactor 1 1 1
}
\endcode
*/
// *************************************************************************
#include <Inventor/nodes/SoScale.h>
#include <Inventor/actions/SoGetMatrixAction.h>
#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/elements/SoModelMatrixElement.h>
#include "nodes/SoSubNodeP.h"
// *************************************************************************
/*!
\var SoSFVec3f SoScale::scaleFactor
Specifies scaling along the 3 axes.
To get a uniform scale applied to the affected shapes, set the
scaleFactor field to a vector with the same value for all
components.
A common error when doing non-uniform scaling in a single direction
is to set the value for the other two components of the scaleFactor
vector to 0. This is obviously wrong, they should be set to 1 to \e
not scale the shape(s) in the other two directions.
Be careful with setting scaleFactor component values to 0 or to
negative values. Most shapes should handle those cases somehow, but
the results are undefined unless otherwise specified.
The default value of this vector field is [1.0, 1.0, 1.0].
*/
// *************************************************************************
SO_NODE_SOURCE(SoScale);
// *************************************************************************
/*!
Constructor.
*/
SoScale::SoScale(void)
{
SO_NODE_INTERNAL_CONSTRUCTOR(SoScale);
SO_NODE_ADD_FIELD(scaleFactor, (1.0f, 1.0f, 1.0f));
}
/*!
Destructor.
*/
SoScale::~SoScale()
{
}
// Doc in superclass.
void
SoScale::initClass(void)
{
SO_NODE_INTERNAL_INIT_CLASS(SoScale, SO_FROM_INVENTOR_1|SoNode::VRML1);
}
// Doc in superclass.
void
SoScale::doAction(SoAction * action)
{
SoModelMatrixElement::scaleBy(action->getState(), this,
this->scaleFactor.getValue());
}
// Doc in superclass.
void
SoScale::GLRender(SoGLRenderAction * action)
{
SoScale::doAction((SoAction *)action);
}
// Doc in superclass.
void
SoScale::getBoundingBox(SoGetBoundingBoxAction * action)
{
SoScale::doAction((SoAction *)action);
}
// Doc in superclass.
void
SoScale::callback(SoCallbackAction *action)
{
SoScale::doAction((SoAction*)action);
}
// Doc in superclass.
void
SoScale::getMatrix(SoGetMatrixAction * action)
{
SbVec3f scalevec = this->scaleFactor.getValue();
SbMatrix m;
m.setScale(scalevec);
action->getMatrix().multLeft(m);
m.setScale(SbVec3f(1.0f / scalevec[0], 1.0f / scalevec[1], 1.0f / scalevec[2]));
action->getInverse().multRight(m);
}
// Doc in superclass.
void
SoScale::pick(SoPickAction *action)
{
SoScale::doAction((SoAction*)action);
}
// Doc in 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
SoScale::getPrimitiveCount(SoGetPrimitiveCountAction *action)
{
SoScale::doAction((SoAction*)action);
}
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