Files
ResInsight/VisualizationModules/LibViewing/cvfTransform.h
Magne Sjaastad 9c1ce7591e Upgraded visualization libraries
Major refactoring of color legend framework
Added discrete log color legend
p4#: 18989
2012-10-02 10:17:52 +02:00

64 lines
2.2 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2012 Ceetron AS
//
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
//##################################################################################################
#pragma once
#include "cvfMatrix4.h"
#include "cvfCollection.h"
#include "cvfCamera.h"
namespace cvf {
//==================================================================================================
//
// Transformation for use in a Part
//
//==================================================================================================
class Transform : public Object
{
public:
Transform();
virtual ~Transform();
virtual void updateWorldTransform(const cvf::Camera* camera); // camera optional, not used in base
void addChild(Transform* transform);
void removeAllChildren();
size_t childCount() const;
Transform* child(size_t index);
const Transform* child(size_t index) const;
void setLocalTransform(const Mat4d& transform); // setter world og local
const Mat4d& localTransform() const;
const Mat4d& worldTransform() const;
void setEyeLiftFactor(double eyeLiftFactor);
double eyeLiftFactor() const;
protected:
Transform* m_parent;
Collection<Transform> m_children;
Mat4d m_localMatrix;
Mat4d m_worldMatrix;
double m_eyeLiftFactor; // Lift the part towards the eye. A factor of 0 does no lifting.
};
}