SYNOPSIS

#include <Inventor/nodes/SoTransform.h>

Inherits SoTransformation.

Inherited by SoTransformManip.

Public Member Functions

virtual SoType getTypeId (void) const

Returns the type identification of an object derived from a class inheriting SoBase. This is used for run-time type checking and 'downward' casting. SoTransform (void)

void pointAt (const SbVec3f &frompoint, const SbVec3f &topoint)

void getScaleSpaceMatrix (SbMatrix &mat, SbMatrix &inv) const

void getRotationSpaceMatrix (SbMatrix &mat, SbMatrix &inv) const

void getTranslationSpaceMatrix (SbMatrix &mat, SbMatrix &inv) const

void multLeft (const SbMatrix &mat)

void multRight (const SbMatrix &mat)

void combineLeft (SoTransformation *nodeonright)

void combineRight (SoTransformation *nodeonleft)

void setMatrix (const SbMatrix &mat)

void recenter (const SbVec3f &newcenter)

virtual void doAction (SoAction *action)

virtual void GLRender (SoGLRenderAction *action)

virtual void callback (SoCallbackAction *action)

virtual void getBoundingBox (SoGetBoundingBoxAction *action)

virtual void getMatrix (SoGetMatrixAction *action)

virtual void pick (SoPickAction *action)

virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)

Static Public Member Functions

static SoType getClassTypeId (void)

static void initClass (void)

Public Attributes

SoSFVec3f translation

SoSFRotation rotation

SoSFVec3f scaleFactor

SoSFRotation scaleOrientation

SoSFVec3f center

Protected Member Functions

virtual const SoFieldData * getFieldData (void) const

virtual ~SoTransform ()

Static Protected Member Functions

static const SoFieldData ** getFieldDataPtr (void)

Additional Inherited Members

Detailed Description

The SoTransform class is the 'all-purpose' transformation node type.

Like SoMatrixTransform, nodes of this type gives the application programmer maximum flexibility when specifying geometry transformations in a scene graph. If you want to set and keep the various components of the transformation matrix in separate entities, this node type is preferable, though.

The order of operations is: first scaling is done, then rotation, then translation.

FILE FORMAT/DEFAULTS:

Transform {
    translation 0 0 0
    rotation 0 0 1  0
    scaleFactor 1 1 1
    scaleOrientation 0 0 1  0
    center 0 0 0
}

Constructor & Destructor Documentation

SoTransform::SoTransform (void)

Constructor.

SoTransform::~SoTransform ()\fC [protected]\fP, \fC [virtual]\fP

Destructor.

Member Function Documentation

\fBSoType\fP SoTransform::getTypeId (void) const\fC [virtual]\fP

Returns the type identification of an object derived from a class inheriting SoBase. This is used for run-time type checking and 'downward' casting. Usage example:

void foo(SoNode * node)
{
  if (node->getTypeId() == SoFile::getClassTypeId()) {
    SoFile * filenode = (SoFile *)node;  // safe downward cast, knows the type
  }
}

For application programmers wanting to extend the library with new nodes, engines, nodekits, draggers or others: this method needs to be overridden in all subclasses. This is typically done as part of setting up the full type system for extension classes, which is usually accomplished by using the pre-defined macros available through for instance Inventor/nodes/SoSubNode.h (SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine.h (for engine classes) and so on.

For more information on writing Coin extensions, see the class documentation of the toplevel superclasses for the various class groups.

Reimplemented from SoTransformation.

Reimplemented in SoTransformManip, SoCenterballManip, SoHandleBoxManip, SoJackManip, SoTabBoxManip, SoTrackballManip, SoTransformBoxManip, and SoTransformerManip.

const \fBSoFieldData\fP * SoTransform::getFieldData (void) const\fC [protected]\fP, \fC [virtual]\fP

Returns a pointer to the class-wide field data storage object for this instance. If no fields are present, returns NULL.

Reimplemented from SoTransformation.

Reimplemented in SoTransformManip, SoCenterballManip, SoHandleBoxManip, SoJackManip, SoTabBoxManip, SoTrackballManip, SoTransformBoxManip, and SoTransformerManip.

void SoTransform::pointAt (const \fBSbVec3f\fP &frompoint, const \fBSbVec3f\fP &topoint)

Sets the transformation to translate to frompoint, with a rotation so that the (0,0,-1) vector is rotated into the vector from frompoint to topoint.

void SoTransform::getScaleSpaceMatrix (\fBSbMatrix\fP &mat, \fBSbMatrix\fP &inv) const

Calculates the matrices to/from scale space.

void SoTransform::getRotationSpaceMatrix (\fBSbMatrix\fP &mat, \fBSbMatrix\fP &inv) const

Calculates the matrices to/from rotation space.

void SoTransform::getTranslationSpaceMatrix (\fBSbMatrix\fP &mat, \fBSbMatrix\fP &inv) const

Calculates the matrices to/from translation space.

void SoTransform::multLeft (const \fBSbMatrix\fP &mat)

Premultiplies this transformation by mat.

void SoTransform::multRight (const \fBSbMatrix\fP &mat)

Postmultiplies this transformation by mat.

void SoTransform::combineLeft (\fBSoTransformation\fP *nodeonright)

Premultiplies this transformation by the transformation in nodeonright.

void SoTransform::combineRight (\fBSoTransformation\fP *nodeonleft)

Postmultiplies this transformation by the transformation in nodeonleft.

void SoTransform::setMatrix (const \fBSbMatrix\fP &mat)

Sets the fields to create a transformation equal to mat.

void SoTransform::recenter (const \fBSbVec3f\fP &newcenter)

Sets the center field to newcenter. This might affect one or more of the other fields.

void SoTransform::doAction (\fBSoAction\fP *action)\fC [virtual]\fP

This function performs the typical operation of a node for any action.

Reimplemented from SoNode.

Reimplemented in SoTransformManip.

void SoTransform::GLRender (\fBSoGLRenderAction\fP *action)\fC [virtual]\fP

Action method for the SoGLRenderAction.

This is called during rendering traversals. Nodes influencing the rendering state in any way or who wants to throw geometry primitives at OpenGL overrides this method.

Reimplemented from SoNode.

Reimplemented in SoTransformManip.

void SoTransform::callback (\fBSoCallbackAction\fP *action)\fC [virtual]\fP

Action method for SoCallbackAction.

Simply updates the state according to how the node behaves for the render action, so the application programmer can use the SoCallbackAction for extracting information about the scene graph.

Reimplemented from SoNode.

Reimplemented in SoTransformManip.

void SoTransform::getBoundingBox (\fBSoGetBoundingBoxAction\fP *action)\fC [virtual]\fP

Action method for the SoGetBoundingBoxAction.

Calculates bounding box and center coordinates for node and modifies the values of the action to encompass the bounding box for this node and to shift the center point for the scene more towards the one for this node.

Nodes influencing how geometry nodes calculates their bounding box also overrides this method to change the relevant state variables.

Reimplemented from SoNode.

Reimplemented in SoTransformManip.

void SoTransform::getMatrix (\fBSoGetMatrixAction\fP *action)\fC [virtual]\fP

Action method for SoGetMatrixAction.

Updates action by accumulating with the transformation matrix of this node (if any).

Reimplemented from SoNode.

Reimplemented in SoTransformManip.

void SoTransform::pick (\fBSoPickAction\fP *action)\fC [virtual]\fP

Action method for SoPickAction.

Does common processing for SoPickAction action instances.

Reimplemented from SoNode.

Reimplemented in SoTransformManip.

void SoTransform::getPrimitiveCount (\fBSoGetPrimitiveCountAction\fP *action)\fC [virtual]\fP

Action method for the SoGetPrimitiveCountAction.

Calculates the number of triangle, line segment and point primitives for the node and adds these to the counters of the action.

Nodes influencing how geometry nodes calculates their primitive count also overrides this method to change the relevant state variables.

Reimplemented from SoNode.

Member Data Documentation

\fBSoSFVec3f\fP SoTransform::translation

The translation part of the transformation.

\fBSoSFRotation\fP SoTransform::rotation

The rotation part of the transformation.

Note that there is one very common mistake that is easy to make when setting the value of a an SoSFRotation field, and that is to inadvertently use the wrong SbRotation constructor. This example should clarify the problem:

mytransformnode->rotation.setValue(0, 0, 1, 1.5707963f);

The programmer clearly tries to set a PI/2 rotation around the Z axis, but this will fail, as the SbRotation constructor invoked above is the one that takes as arguments the 4 floats of a quaternion. What the programmer almost certainly wanted to do was to use the SbRotation constructor that takes a rotation vector and a rotation angle, which is invoked like this:

mytransformnode->rotation.setValue(SbVec3f(0, 0, 1), 1.5707963f);

\fBSoSFVec3f\fP SoTransform::scaleFactor

The scaling part of the transformation.

\fBSoSFRotation\fP SoTransform::scaleOrientation

The orientation the object is set to before scaling.

\fBSoSFVec3f\fP SoTransform::center

The center point for the rotation.

Author

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