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139 lines
5.2 KiB
139 lines
5.2 KiB
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14 years ago
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#ifndef Magnum_SceneGraph_EuclideanMatrixTransformation2D_h
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#define Magnum_SceneGraph_EuclideanMatrixTransformation2D_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::EuclideanMatrixTransformation2D
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*/
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#include "Math/Matrix3.h"
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#include "AbstractTranslationRotation2D.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 Two-dimensional euclidean transformation implemented using matrices
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Unlike MatrixTransformation2D 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 Matrix3::invertedEuclidean() for faster computation of inverse
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transformations.
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@see @ref scenegraph, EuclideanMatrixTransformation3D
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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 EuclideanMatrixTransformation2D: public AbstractTranslationRotation2D<T> {
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public:
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/** @brief Transformation matrix type */
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typedef typename DimensionTraits<2, T>::MatrixType DataType;
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#ifndef DOXYGEN_GENERATING_OUTPUT
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inline constexpr static Math::Matrix3<T> fromMatrix(const Math::Matrix3<T>& matrix) {
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return matrix;
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}
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inline constexpr static Math::Matrix3<T> toMatrix(const Math::Matrix3<T>& transformation) {
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return transformation;
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}
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inline static Math::Matrix3<T> compose(const Math::Matrix3<T>& parent, const Math::Matrix3<T>& child) {
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return parent*child;
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}
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inline static Math::Matrix3<T> inverted(const Math::Matrix3<T>& transformation) {
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return transformation.invertedEuclidean();
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}
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inline Math::Matrix3<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 EuclideanMatrixTransformation2D<T>* resetTransformation() {
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setTransformation({});
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return this;
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}
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/** @copydoc AbstractTranslationRotation2D::translate() */
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inline EuclideanMatrixTransformation2D<T>* translate(const Math::Vector2<T>& vector, TransformationType type = TransformationType::Global) override {
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transform(Math::Matrix3<T>::translation(vector), type);
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return this;
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}
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/** @copydoc AbstractTranslationRotation2D::rotate() */
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inline EuclideanMatrixTransformation2D<T>* rotate(T angle, TransformationType type = TransformationType::Global) override {
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transform(Math::Matrix3<T>::rotation(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 line 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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inline EuclideanMatrixTransformation2D<T>* reflect(const Math::Vector2<T>& normal, TransformationType type = TransformationType::Global) {
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transform(Math::Matrix3<T>::reflection(normal), type);
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return this;
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}
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/**
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* @brief Move object in stacking order
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* @param under Sibling object under which to move or `nullptr`,
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* if you want to move it above all.
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* @return Pointer to self (for method chaining)
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*/
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inline EuclideanMatrixTransformation2D<T>* move(Object<EuclideanMatrixTransformation2D<T>>* under) {
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static_cast<Object<EuclideanMatrixTransformation2D>*>(this)->Corrade::Containers::LinkedList<Object<EuclideanMatrixTransformation2D<T>>>::move(this, under);
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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 EuclideanMatrixTransformation2D() = default;
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private:
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inline void setTransformation(const Math::Matrix3<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<EuclideanMatrixTransformation2D<T>>*>(this)->isScene()) {
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_transformation = transformation;
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static_cast<Object<EuclideanMatrixTransformation2D<T>>*>(this)->setDirty();
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}
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}
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inline void transform(const Math::Matrix3<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::Matrix3<T> _transformation;
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};
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}}
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#endif
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