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#ifndef Magnum_SceneGraph_EuclideanMatrixTransformation3D_h
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#define Magnum_SceneGraph_EuclideanMatrixTransformation3D_h
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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/** @file
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* @brief Class Magnum::SceneGraph::EuclideanMatrixTransformation3D
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*/
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#include "Math/Matrix4.h"
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#include "Math/Algorithms/GramSchmidt.h"
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#include "AbstractTranslationRotation3D.h"
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#include "Object.h"
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namespace Magnum { namespace SceneGraph {
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/**
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@brief Three-dimensional euclidean transformation implemented using matrices
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Unlike MatrixTransformation3D this class allows only rotation, reflection and
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translation (no scaling or setting arbitrary transformations). This allows to
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use Matrix4::invertedEuclidean() for faster computation of inverse
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transformations.
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@see @ref scenegraph, EuclideanMatrixTransformation2D
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*/
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#ifndef DOXYGEN_GENERATING_OUTPUT
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template<class T>
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#else
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template<class T = GLfloat>
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#endif
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class EuclideanMatrixTransformation3D: public AbstractTranslationRotation3D<T> {
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public:
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/** @brief Transformation matrix type */
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typedef typename DimensionTraits<3, T>::MatrixType DataType;
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#ifndef DOXYGEN_GENERATING_OUTPUT
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inline constexpr static Math::Matrix4<T> fromMatrix(const Math::Matrix4<T>& matrix) {
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return matrix;
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}
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inline constexpr static Math::Matrix4<T> toMatrix(const Math::Matrix4<T>& transformation) {
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return transformation;
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}
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inline static Math::Matrix4<T> compose(const Math::Matrix4<T>& parent, const Math::Matrix4<T>& child) {
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return parent*child;
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}
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inline static Math::Matrix4<T> inverted(const Math::Matrix4<T>& transformation) {
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return transformation.invertedEuclidean();
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}
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inline Math::Matrix4<T> transformation() const {
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return _transformation;
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}
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#endif
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/**
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* @brief Reset transformation to default
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* @return Pointer to self (for method chaining)
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*/
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inline EuclideanMatrixTransformation3D<T>* resetTransformation() {
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setTransformation({});
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return this;
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}
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/**
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* @brief Normalize rotation part
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* @return Pointer to self (for method chaining)
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*
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* Normalizes the rotation part using Math::Algorithms::gramSchmidt()
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* to prevent rounding errors when rotating the object subsequently.
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*/
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EuclideanMatrixTransformation3D<T>* normalizeRotation() {
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setTransformation(Math::Matrix4<T>::from(
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Math::Algorithms::gramSchmidtOrthonormalize(_transformation.rotationScaling()),
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_transformation.translation()));
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return this;
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}
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/** @copydoc AbstractTranslationRotation3D::translate() */
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inline EuclideanMatrixTransformation3D<T>* translate(const Math::Vector3<T>& vector, TransformationType type = TransformationType::Global) override {
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transform(Math::Matrix4<T>::translation(vector), type);
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return this;
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}
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/**
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* @brief Rotate object
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* @param angle Angle in radians, counterclockwise
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* @param normalizedAxis Normalized rotation axis
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* @param type Transformation type
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* @return Pointer to self (for method chaining)
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*
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* @see deg(), rad(), Vector3::xAxis(), Vector3::yAxis(),
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* Vector3::zAxis(), normalizeRotation()
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*/
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inline EuclideanMatrixTransformation3D<T>* rotate(T angle, const Math::Vector3<T>& normalizedAxis, TransformationType type = TransformationType::Global) override {
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transform(Math::Matrix4<T>::rotation(angle, normalizedAxis), type);
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return this;
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}
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/**
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* @brief Rotate object around X axis
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* @param angle Angle in radians, counterclockwise
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* @param type Transformation type
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* @return Pointer to self (for method chaining)
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*
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* @see deg(), rad(), normalizeRotation()
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*/
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inline EuclideanMatrixTransformation3D<T>* rotateX(T angle, TransformationType type = TransformationType::Global) override {
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transform(Math::Matrix4<T>::rotationX(angle), type);
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return this;
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}
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/**
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* @brief Rotate object around Y axis
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* @param angle Angle in radians, counterclockwise
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* @param type Transformation type
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* @return Pointer to self (for method chaining)
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*
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* @see deg(), rad(), normalizeRotation()
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*/
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inline EuclideanMatrixTransformation3D<T>* rotateY(T angle, TransformationType type = TransformationType::Global) override {
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transform(Math::Matrix4<T>::rotationY(angle), type);
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return this;
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}
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/**
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* @brief Rotate object around Z axis
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* @param angle Angle in radians, counterclockwise
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* @param type Transformation type
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* @return Pointer to self (for method chaining)
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*
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* @see deg(), rad(), normalizeRotation()
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*/
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inline EuclideanMatrixTransformation3D<T>* rotateZ(T angle, TransformationType type = TransformationType::Global) override {
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transform(Math::Matrix4<T>::rotationZ(angle), type);
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return this;
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}
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/**
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* @brief Reflect object
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* @param normal Normal of the plane through which to reflect
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* (normalized)
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* @param type Transformation type
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* @return Pointer to self (for method chaining)
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*
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* Same as calling transform() with Matrix4::reflection().
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*/
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inline EuclideanMatrixTransformation3D<T>* reflect(const Math::Vector3<T>& normal, TransformationType type = TransformationType::Global) {
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transform(Math::Matrix4<T>::reflection(normal), type);
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return this;
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}
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protected:
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/* Allow construction only from Object */
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inline explicit EuclideanMatrixTransformation3D() = default;
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private:
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inline void setTransformation(const Math::Matrix4<T>& transformation) {
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/* Setting transformation is forbidden for the scene */
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/** @todo Assert for this? */
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/** @todo Do this in some common code so we don't need to include Object? */
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if(!static_cast<Object<EuclideanMatrixTransformation3D<T>>*>(this)->isScene()) {
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_transformation = transformation;
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static_cast<Object<EuclideanMatrixTransformation3D<T>>*>(this)->setDirty();
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}
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}
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inline void transform(const Math::Matrix4<T>& transformation, TransformationType type) {
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setTransformation(type == TransformationType::Global ?
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transformation*_transformation : _transformation*transformation);
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}
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Math::Matrix4<T> _transformation;
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};
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}}
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#endif
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