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Coin / src / nodes / SoResetTransform.cpp

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/**************************************************************************\
 * Copyright (c) Kongsberg Oil & Gas Technologies AS
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 * 
 * Redistributions of source code must retain the above copyright notice,
 * this list of conditions and the following disclaimer.
 * 
 * Redistributions in binary form must reproduce the above copyright
 * notice, this list of conditions and the following disclaimer in the
 * documentation and/or other materials provided with the distribution.
 * 
 * Neither the name of the copyright holder nor the names of its
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
\**************************************************************************/

/*!
  \class SoResetTransform SoResetTransform.h Inventor/nodes/SoResetTransform.h
  \brief The SoResetTransform class is a node type which makes it possible to "nullify" state during traversal.
  \ingroup nodes

  SoResetTransform is useful for setting up geometry in the scene
  graph which will not be influenced by the transformation nodes
  before it during traversal.

  <b>FILE FORMAT/DEFAULTS:</b>
  \code
    ResetTransform {
        whatToReset TRANSFORM
    }
  \endcode
*/

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

#include <Inventor/nodes/SoResetTransform.h>

#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/actions/SoGetBoundingBoxAction.h>
#include <Inventor/actions/SoGetMatrixAction.h>
#include <Inventor/elements/SoGLModelMatrixElement.h>
#include <Inventor/elements/SoGLCacheContextElement.h>
#include <Inventor/elements/SoCacheElement.h>

#include "nodes/SoSubNodeP.h"

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

/*!
  \enum SoResetTransform::ResetType

  The different options for what to reset.
*/
/*!
  \var SoResetTransform::ResetType SoResetTransform::TRANSFORM

  Reset current model transformation.
*/
/*!
  \var SoResetTransform::ResetType SoResetTransform::BBOX

  Reset current bounding box settings.
*/


/*!
  \var SoSFBitMask SoResetTransform::whatToReset

  What this node instance should reset in the state when met during
  traversal. Default value is SoResetTransform::TRANSFORM.
*/


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

SO_NODE_SOURCE(SoResetTransform);

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

  SO_NODE_ADD_FIELD(whatToReset, (SoResetTransform::TRANSFORM));

  SO_NODE_DEFINE_ENUM_VALUE(ResetType, TRANSFORM);
  SO_NODE_DEFINE_ENUM_VALUE(ResetType, BBOX);
  SO_NODE_SET_SF_ENUM_TYPE(whatToReset, ResetType);
}

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

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

// Doc from superclass.
void
SoResetTransform::GLRender(SoGLRenderAction * action)
{
  if (!this->whatToReset.isIgnored() &&
      (this->whatToReset.getValue() & SoResetTransform::TRANSFORM)) {
    SoState * state = action->getState();
    SoGLModelMatrixElement::makeIdentity(state, this);
  }
}

// Doc from superclass.
void
SoResetTransform::getBoundingBox(SoGetBoundingBoxAction * action)
{
  if (!this->whatToReset.isIgnored() &&
      (this->whatToReset.getValue() & SoResetTransform::TRANSFORM)) {
    SoState * state = action->getState();
    // do this instead of calling SoResetTransform::doAction(action), so
    // that SoLocalBBoxMatrixElement and SoBBoxModelMatrixElement can do
    // the right thing.
    SoModelMatrixElement::mult(state, 
                               this, 
                               SoModelMatrixElement::get(state).inverse());
  }
  if (!this->whatToReset.isIgnored() &&
      (this->whatToReset.getValue() & SoResetTransform::BBOX)) {
    action->getXfBoundingBox().makeEmpty();
    action->resetCenter();
  }
}

// Doc from superclass.
void
SoResetTransform::doAction(SoAction *action)
{
  if (!this->whatToReset.isIgnored() &&
      (this->whatToReset.getValue() & SoResetTransform::TRANSFORM)) {
    SoModelMatrixElement::makeIdentity(action->getState(), this);
  }
}

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

// Doc from superclass.
void
SoResetTransform::getMatrix(SoGetMatrixAction *action)
{
  if (!this->whatToReset.isIgnored() &&
      (this->whatToReset.getValue() & SoResetTransform::TRANSFORM)) {
    action->getMatrix().makeIdentity();
    action->getInverse().makeIdentity();
  }
}

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

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