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			57 lines
		
	
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			57 lines
		
	
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "rotatecontroller.hpp"
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#include <osg/MatrixTransform>
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namespace MWRender
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{
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RotateController::RotateController(osg::Node *relativeTo)
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    : mEnabled(true)
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    , mRelativeTo(relativeTo)
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{
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}
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void RotateController::setEnabled(bool enabled)
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{
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    mEnabled = enabled;
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}
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void RotateController::setRotate(const osg::Quat &rotate)
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{
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    mRotate = rotate;
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}
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void RotateController::operator()(osg::Node *node, osg::NodeVisitor *nv)
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{
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    if (!mEnabled)
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    {
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        traverse(node, nv);
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        return;
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    }
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    osg::MatrixTransform* transform = static_cast<osg::MatrixTransform*>(node);
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    osg::Matrix matrix = transform->getMatrix();
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    osg::Quat worldOrient = getWorldOrientation(node);
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    osg::Quat orient = worldOrient * mRotate * worldOrient.inverse() * matrix.getRotate();
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    matrix.setRotate(orient);
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    transform->setMatrix(matrix);
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    traverse(node,nv);
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}
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osg::Quat RotateController::getWorldOrientation(osg::Node *node)
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{
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    // this could be optimized later, we just need the world orientation, not the full matrix
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    osg::NodePathList nodepaths = node->getParentalNodePaths(mRelativeTo);
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    osg::Quat worldOrient;
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    if (!nodepaths.empty())
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    {
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        osg::Matrixf worldMat = osg::computeLocalToWorld(nodepaths[0]);
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        worldOrient = worldMat.getRotate();
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    }
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    return worldOrient;
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}
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}
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