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32 
33 /*!
34   \class SoMatrixTransform SoMatrixTransform.h Inventor/nodes/SoMatrixTransform.h
35   \brief The SoMatrixTransform class is a transformation node.
36 
37   \ingroup nodes
38 
39   This class is the most flexible transformation node, as you can use
40   it to accumulate any kind of transformation matrix on top of the
41   current model transformation matrix.
42 
43   <b>FILE FORMAT/DEFAULTS:</b>
44   \code
45     MatrixTransform {
46         matrix 1 0 0 0
47   0 1 0 0
48   0 0 1 0
49   0 0 0 1
50     }
51   \endcode
52 
53   \sa SoTransform
54 */
55 
56 // *************************************************************************
57 
58 #include <Inventor/nodes/SoMatrixTransform.h>
59 
60 #include <Inventor/actions/SoGetMatrixAction.h>
61 #include <Inventor/actions/SoGLRenderAction.h>
62 #include <Inventor/elements/SoModelMatrixElement.h>
63 
64 #include "nodes/SoSubNodeP.h"
65 
66 // *************************************************************************
67 
68 /*!
69   \var SoSFMatrix SoMatrixTransform::matrix
70   The transformation matrix. Defaults to the identity matrix.
71 */
72 
73 // *************************************************************************
74 
75 SO_NODE_SOURCE(SoMatrixTransform);
76 
77 /*!
78   Constructor.
79 */
SoMatrixTransform(void)80 SoMatrixTransform::SoMatrixTransform(void)
81 {
82   SO_NODE_INTERNAL_CONSTRUCTOR(SoMatrixTransform);
83 
84   SO_NODE_ADD_FIELD(matrix, (SbMatrix::identity()));
85 }
86 
87 /*!
88   Destructor.
89 */
~SoMatrixTransform()90 SoMatrixTransform::~SoMatrixTransform()
91 {
92 }
93 
94 // Doc from superclass.
95 void
initClass(void)96 SoMatrixTransform::initClass(void)
97 {
98   SO_NODE_INTERNAL_INIT_CLASS(SoMatrixTransform, SO_FROM_INVENTOR_1|SoNode::VRML1);
99 }
100 
101 // Doc from superclass.
102 void
doAction(SoAction * action)103 SoMatrixTransform::doAction(SoAction * action)
104 {
105   if (this->matrix.isIgnored()) { return; }
106 
107   const SbMatrix & mat = this->matrix.getValue();
108   if (mat != SbMatrix::identity()) {
109     SoModelMatrixElement::mult(action->getState(), this,
110                                mat);
111   }
112 }
113 
114 // Doc from superclass.
115 void
GLRender(SoGLRenderAction * action)116 SoMatrixTransform::GLRender(SoGLRenderAction * action)
117 {
118   SoMatrixTransform::doAction((SoAction *)action);
119 }
120 
121 // Doc from superclass.
122 void
getBoundingBox(SoGetBoundingBoxAction * action)123 SoMatrixTransform::getBoundingBox(SoGetBoundingBoxAction * action)
124 {
125   SoMatrixTransform::doAction((SoAction *)action);
126 }
127 
128 // Doc from superclass.
129 void
callback(SoCallbackAction * action)130 SoMatrixTransform::callback(SoCallbackAction * action)
131 {
132   SoMatrixTransform::doAction((SoAction *)action);
133 }
134 
135 // Doc from superclass.
136 void
getMatrix(SoGetMatrixAction * action)137 SoMatrixTransform::getMatrix(SoGetMatrixAction * action)
138 {
139   if (this->matrix.isIgnored()) { return; }
140 
141   SbMatrix m = this->matrix.getValue();
142   action->getMatrix().multLeft(m);
143 
144   SbMatrix mi = m.inverse();
145   action->getInverse().multRight(mi);
146 }
147 
148 // Doc from superclass.
149 void
pick(SoPickAction * action)150 SoMatrixTransform::pick(SoPickAction * action)
151 {
152   SoMatrixTransform::doAction((SoAction *)action);
153 }
154 
155 // Doc from superclass. Overrides the traversal method in this class for
156 // the SoGetPrimitiveCountAction because the number of primitives can
157 // be different depending on scene location (and thereby distance to
158 // camera) if there are e.g. SoLOD nodes in the scene.
159 void
getPrimitiveCount(SoGetPrimitiveCountAction * action)160 SoMatrixTransform::getPrimitiveCount(SoGetPrimitiveCountAction * action)
161 {
162   SoMatrixTransform::doAction((SoAction *)action);
163 }
164