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#ifndef Magnum_SceneGraph_MatrixTransformation2D_h
#define Magnum_SceneGraph_MatrixTransformation2D_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum 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 Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::SceneGraph::MatrixTransformation2D
*/
#include "Math/Matrix3.h"
#include "AbstractTranslationRotationScaling2D.h"
#include "Object.h"
namespace Magnum { namespace SceneGraph {
/**
@brief Two-dimensional transformation implemented using matrices
@see MatrixTransformation3D
*/
#ifndef DOXYGEN_GENERATING_OUTPUT
template<class T>
#else
template<class T = GLfloat>
#endif
class MatrixTransformation2D: public AbstractTranslationRotationScaling2D<T> {
public:
/** @brief Transformation matrix type */
typedef typename DimensionTraits<2, T>::MatrixType DataType;
#ifndef DOXYGEN_GENERATING_OUTPUT
inline constexpr static Math::Matrix3<T> fromMatrix(const Math::Matrix3<T>& matrix) {
return matrix;
}
inline constexpr static Math::Matrix3<T> toMatrix(const Math::Matrix3<T>& transformation) {
return transformation;
}
inline static Math::Matrix3<T> compose(const Math::Matrix3<T>& parent, const Math::Matrix3<T>& child) {
return parent*child;
}
inline static Math::Matrix3<T> inverted(const Math::Matrix3<T>& transformation) {
return transformation.inverted();
}
inline Math::Matrix3<T> transformation() const {
return _transformation;
}
#endif
/**
* @brief Set transformation
* @return Pointer to self (for method chaining)
*/
MatrixTransformation2D<T>* setTransformation(const Math::Matrix3<T>& transformation) {
/* Setting transformation is forbidden for the scene */
/** @todo Assert for this? */
/** @todo Do this in some common code so we don't need to include Object? */
if(!static_cast<Object<MatrixTransformation2D<T>>*>(this)->isScene()) {
_transformation = transformation;
static_cast<Object<MatrixTransformation2D<T>>*>(this)->setDirty();
}
return this;
}
/**
* @brief Transform object
* @param transformation Transformation
* @param type Transformation type
* @return Pointer to self (for method chaining)
*/
inline MatrixTransformation2D<T>* transform(const Math::Matrix3<T>& transformation, TransformationType type = TransformationType::Global) {
setTransformation(type == TransformationType::Global ?
transformation*_transformation : _transformation*transformation);
return this;
}
/**
* @copydoc AbstractTranslationRotationScaling2D::translate()
* Same as calling transform() with Matrix3::translation().
*/
inline MatrixTransformation2D<T>* translate(const Math::Vector2<T>& vector, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix3<T>::translation(vector), type);
return this;
}
/**
* @copydoc AbstractTranslationRotationScaling2D::rotate()
* Same as calling transform() with Matrix3::rotation().
*/
inline MatrixTransformation2D<T>* rotate(T angle, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix3<T>::rotation(angle), type);
return this;
}
/**
* @copydoc AbstractTranslationRotationScaling2D::scale()
* Same as calling transform() with Matrix3::scaling().
*/
inline MatrixTransformation2D<T>* scale(const Math::Vector2<T>& vector, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix3<T>::scaling(vector), type);
return this;
}
/**
* @brief Move object in stacking order
* @param under Sibling object under which to move or `nullptr`,
* if you want to move it above all.
* @return Pointer to self (for method chaining)
*/
inline MatrixTransformation2D<T>* move(Object<MatrixTransformation2D<T>>* under) {
static_cast<Object<MatrixTransformation2D>*>(this)->Corrade::Containers::LinkedList<Object<MatrixTransformation2D<T>>>::move(this, under);
return this;
}
protected:
/* Allow construction only from Object */
inline MatrixTransformation2D() {}
private:
Math::Matrix3<T> _transformation;
};
}}
#endif