NAME
SoGetMatrixAction -
The SoGetMatrixAction class is an action for accumulating the
transformation matrix of a subgraph.
This action makes it easy to calculate and convert to and from the
global coordinate system of your scene and local coordinates of parts
in a hierarchical model.
SYNOPSIS
#include <Inventor/actions/SoGetMatrixAction.h>
Inherits SoAction.
Public Member Functions
SoGetMatrixAction (const SbViewportRegion ®ion)
virtual ~SoGetMatrixAction (void)
void setViewportRegion (const SbViewportRegion ®ion)
const SbViewportRegion & getViewportRegion (void) const
SbMatrix & getMatrix (void)
SbMatrix & getInverse (void)
SbMatrix & getTextureMatrix (void)
SbMatrix & getTextureInverse (void)
Static Public Member Functions
static void initClass (void)
Protected Member Functions
virtual void beginTraversal (SoNode *node)
Detailed Description
The SoGetMatrixAction class is an action for accumulating the
transformation matrix of a subgraph.
This action makes it easy to calculate and convert to and from the
global coordinate system of your scene and local coordinates of parts
in a hierarchical model.
As opposed to most other action types, the SoGetMatrixAction does not
traverse children of the node it is applied to -- just the node itself.
When applied to paths, it stops at the last node and does not continue
further with the children of the tail node.
Typical usage when querying for world space position, orientation
and/or scaling would be as follows:
// First get hold of an SoPath through the scenegraph down to the
// node (’mynode’) you want to query about its current world space
// transformation(s).
SoSearchAction * searchaction = new SoSearchAction;
searchaction->setNode(mynode);
searchaction->apply(myscenegraphroot);
SoPath * path = searchaction->getPath();
assert(path != NULL);
// Then apply the SoGetMatrixAction to get the full transformation
// matrix from world space.
const SbViewportRegion vpr = myviewer->getViewportRegion();
SoGetMatrixAction * getmatrixaction = new SoGetMatrixAction(vpr);
getmatrixaction->apply(path);
SbMatrix transformation = getmatrixaction->getMatrix();
// And if you want to access the individual transformation
// components of the matrix:
SbVec3f translation;
SbRotation rotation;
SbVec3f scalevector;
SbRotation scaleorientation;
transformation.getTransform(translation, rotation, scalevector, scaleorientation);
Constructor & Destructor Documentation
SoGetMatrixAction::SoGetMatrixAction (const SbViewportRegion & region)
Constructor.
The region viewport specification is not used by this action, and is
passed along in case it is needed by any nodes.
SoGetMatrixAction::~SoGetMatrixAction (void) [virtual] Destructor.
Member Function Documentation
void SoGetMatrixAction::initClass (void) [static] Initializes the run-time
type system for this class, and sets up the enabled elements and action
method list.
Reimplemented from SoAction.
void SoGetMatrixAction::setViewportRegion (const SbViewportRegion & region)
Set the viewport region.
See also:
SoGetMatrixAction::SoGetMatrixAction()
const SbViewportRegion & SoGetMatrixAction::getViewportRegion (void) const
Returns the viewport region for the action instance.
SbMatrix & SoGetMatrixAction::getMatrix (void) Returns the accumulated
transformation matrix.
Note: don’t modify the returned matrix. This should only be done if you
are implementing your own transformation type node extensions. This
advice is also valid for the other matrix access methods documented
below.
SbMatrix & SoGetMatrixAction::getInverse (void) Returns the inverse of the
accumulated transformation matrix.
SbMatrix & SoGetMatrixAction::getTextureMatrix (void) Returns the
accumulated texture matrix.
SbMatrix & SoGetMatrixAction::getTextureInverse (void) Returns the inverse
of the accumulated texture matrix.
void SoGetMatrixAction::beginTraversal (SoNode * node) [protected, virtual]
This virtual method is called from SoAction::apply(), and is the entry
point for the actual scenegraph traversal.
It can be overridden to initialize the action at traversal start, for
specific initializations in the action subclasses inheriting SoAction.
Default method just calls traverse(), which any overridden
implementation of the method must do too (or call
SoAction::beginTraversal()) to trigger the scenegraph traversal.
Reimplemented from SoAction.
Author
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