/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield 
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * 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 
 * OpenSceneGraph Public License for more details.
*/

#ifndef OSG_POSITIONATTITIDETRANSFORM
#define OSG_POSITIONATTITIDETRANSFORM 1

#include <osg/Group>
#include <osg/Transform>
#include <osg/AnimationPath>
#include <osg/Quat>

namespace osg {

/** PositionAttitideTransform - is Transform the set the coordinates transform
    up via a Vec3 position and Quat attitude.
*/
class SG_EXPORT PositionAttitudeTransform : public Transform
{
    public :
        PositionAttitudeTransform();

        PositionAttitudeTransform(const PositionAttitudeTransform& pat,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
            Transform(pat,copyop),
            _position(pat._position),
            _attitude(pat._attitude),
            _pivotPoint(pat._pivotPoint) {}
            

        META_Node(osg, PositionAttitudeTransform);

        virtual PositionAttitudeTransform* asPositionAttitudeTransform() { return this; }
        virtual const PositionAttitudeTransform* asPositionAttitudeTransform() const { return this; }

        inline void setPosition(const Vec3& pos) { _position = pos; dirtyBound(); }
        
        inline const Vec3& getPosition() const { return _position; }


        inline void setAttitude(const Quat& quat) { _attitude = quat; dirtyBound(); }
        
        inline const Quat& getAttitude() const { return _attitude; }
        
        
        inline void setPivotPoint(const Vec3& pivot) { _pivotPoint = pivot; dirtyBound(); }
    
        inline const Vec3& getPivotPoint() const { return _pivotPoint; }
        

        virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const;

        virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor* nv) const;



    protected :
            
        virtual ~PositionAttitudeTransform() {}

        Vec3 _position;
        Quat _attitude;
        Vec3 _pivotPoint;
};

}

#endif
