1. Coin3D
  2. Coin

Source

Coin / src / nodes / SoRotationXYZ.cpp

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/*!
  \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);
}