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#ifndef Magnum_SceneGraph_AbstractTransformation_h
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#define Magnum_SceneGraph_AbstractTransformation_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class @ref Magnum::SceneGraph::AbstractTransformation, alias @ref Magnum::SceneGraph::AbstractBasicTransformation2D, @ref Magnum::SceneGraph::AbstractBasicTransformation3D, typedef @ref Magnum::SceneGraph::AbstractTransformation2D, @ref Magnum::SceneGraph::AbstractTransformation3D, enum @ref Magnum::SceneGraph::TransformationType
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*/
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#include "Magnum/SceneGraph/SceneGraph.h"
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#include "Magnum/SceneGraph/visibility.h"
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namespace Magnum { namespace SceneGraph {
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/**
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@brief Base for transformations
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Provides transformation implementation for @ref Object instances.
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@section AbstractTransformation-explicit-specializations Explicit template specializations
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The following specialization are explicitly compiled into @ref SceneGraph
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library. For other specializations (e.g. using @ref Double type) you have to
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use @ref Object.hpp implementation file to avoid linker errors. See
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@ref compilation-speedup-hpp for more information.
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- @ref AbstractTransformation2D
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- @ref AbstractTransformation3D
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@see @ref scenegraph, @ref AbstractBasicTransformation2D,
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@ref AbstractBasicTransformation3D, @ref AbstractTransformation2D,
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@ref AbstractTransformation3D
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*/
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template<UnsignedInt dimensions, class T> class AbstractTransformation {
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public:
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/** @brief Underlying floating-point type */
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typedef T Type;
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/** @brief Dimension count */
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static const UnsignedInt Dimensions = dimensions;
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explicit AbstractTransformation();
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/**
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* @brief Reset object transformation
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* @return Reference to self (for method chaining)
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*/
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AbstractTransformation<dimensions, T>& resetTransformation() {
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SceneGraph: don't use virtual calls when setting transformations.
Until now, all calls to e.g. `Object::translate()` were virtual, which
is _very_ bad for performance. The virtual call is only needed when
setting the transformation via some interface, e.g.
`AbstractTranslationRotation3D`, as the caller doesn't know which
transformation implementation is used.
Now all public-facing transformation methods are inline non-virtual
functions, which are in most cases calling directly the transformation
implementation. In `Abstract*` transformation interfaces these functions
call private virtual `do*()` implementations, which are (re)implemented
in subclasses, but aren't used anywhere except when transforming
directly through the `Abstract*` interfaces. This should have good
impact on performance when doing many transformations in every frame
(although I can't verify it anywhere, as I don't have any significantly
large animated demo). Except of course when doing it through the virtual
interfaces.
As the public-facing transformation methods are now non-virtual, there
are now no "covariant return" issues and they can now return proper
`Object<*Transformation*>` type instead of just `*Transformation*`,
which makes full non-WTF method chaining possible:
Object2D* obj2;
obj2->translate({0.5f, -1.0f}) // Transformation method
->setParentKeepTransformation(obj1); // Object method
Or even this:
Object2D* obj = (new Object2D)->rotate(-15.0_degf);
13 years ago
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doResetTransformation();
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return *this;
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SceneGraph: don't use virtual calls when setting transformations.
Until now, all calls to e.g. `Object::translate()` were virtual, which
is _very_ bad for performance. The virtual call is only needed when
setting the transformation via some interface, e.g.
`AbstractTranslationRotation3D`, as the caller doesn't know which
transformation implementation is used.
Now all public-facing transformation methods are inline non-virtual
functions, which are in most cases calling directly the transformation
implementation. In `Abstract*` transformation interfaces these functions
call private virtual `do*()` implementations, which are (re)implemented
in subclasses, but aren't used anywhere except when transforming
directly through the `Abstract*` interfaces. This should have good
impact on performance when doing many transformations in every frame
(although I can't verify it anywhere, as I don't have any significantly
large animated demo). Except of course when doing it through the virtual
interfaces.
As the public-facing transformation methods are now non-virtual, there
are now no "covariant return" issues and they can now return proper
`Object<*Transformation*>` type instead of just `*Transformation*`,
which makes full non-WTF method chaining possible:
Object2D* obj2;
obj2->translate({0.5f, -1.0f}) // Transformation method
->setParentKeepTransformation(obj1); // Object method
Or even this:
Object2D* obj = (new Object2D)->rotate(-15.0_degf);
13 years ago
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}
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protected:
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~AbstractTransformation() = default;
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SceneGraph: don't use virtual calls when setting transformations.
Until now, all calls to e.g. `Object::translate()` were virtual, which
is _very_ bad for performance. The virtual call is only needed when
setting the transformation via some interface, e.g.
`AbstractTranslationRotation3D`, as the caller doesn't know which
transformation implementation is used.
Now all public-facing transformation methods are inline non-virtual
functions, which are in most cases calling directly the transformation
implementation. In `Abstract*` transformation interfaces these functions
call private virtual `do*()` implementations, which are (re)implemented
in subclasses, but aren't used anywhere except when transforming
directly through the `Abstract*` interfaces. This should have good
impact on performance when doing many transformations in every frame
(although I can't verify it anywhere, as I don't have any significantly
large animated demo). Except of course when doing it through the virtual
interfaces.
As the public-facing transformation methods are now non-virtual, there
are now no "covariant return" issues and they can now return proper
`Object<*Transformation*>` type instead of just `*Transformation*`,
which makes full non-WTF method chaining possible:
Object2D* obj2;
obj2->translate({0.5f, -1.0f}) // Transformation method
->setParentKeepTransformation(obj1); // Object method
Or even this:
Object2D* obj = (new Object2D)->rotate(-15.0_degf);
13 years ago
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#ifdef DOXYGEN_GENERATING_OUTPUT
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protected:
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#else
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private:
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#endif
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/** @brief Polymorphic implementation for @ref resetTransformation() */
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SceneGraph: don't use virtual calls when setting transformations.
Until now, all calls to e.g. `Object::translate()` were virtual, which
is _very_ bad for performance. The virtual call is only needed when
setting the transformation via some interface, e.g.
`AbstractTranslationRotation3D`, as the caller doesn't know which
transformation implementation is used.
Now all public-facing transformation methods are inline non-virtual
functions, which are in most cases calling directly the transformation
implementation. In `Abstract*` transformation interfaces these functions
call private virtual `do*()` implementations, which are (re)implemented
in subclasses, but aren't used anywhere except when transforming
directly through the `Abstract*` interfaces. This should have good
impact on performance when doing many transformations in every frame
(although I can't verify it anywhere, as I don't have any significantly
large animated demo). Except of course when doing it through the virtual
interfaces.
As the public-facing transformation methods are now non-virtual, there
are now no "covariant return" issues and they can now return proper
`Object<*Transformation*>` type instead of just `*Transformation*`,
which makes full non-WTF method chaining possible:
Object2D* obj2;
obj2->translate({0.5f, -1.0f}) // Transformation method
->setParentKeepTransformation(obj1); // Object method
Or even this:
Object2D* obj = (new Object2D)->rotate(-15.0_degf);
13 years ago
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virtual void doResetTransformation() = 0;
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};
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/**
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@brief Transformation type
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@todo Get rid of this in favor of separate function for each type (less branching)
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*/
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enum class TransformationType: UnsignedByte {
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/** Global transformation, applied after all other transformations. */
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Global = 0x00,
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/** Local transformation, applied before all other transformations. */
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Local = 0x01
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};
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/**
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@brief Base transformation for two-dimensional scenes
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Convenience alternative to <tt>%AbstractTransformation<2, T></tt>. See
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@ref AbstractTransformation for more information.
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@see @ref AbstractTransformation2D, @ref AbstractBasicTransformation3D
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*/
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template<class T> using AbstractBasicTransformation2D = AbstractTransformation<2, T>;
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/**
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@brief Base transformation for two-dimensional float scenes
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@see @ref AbstractTransformation3D
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*/
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typedef AbstractBasicTransformation2D<Float> AbstractTransformation2D;
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/**
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@brief Base transformation for three-dimensional scenes
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Convenience alternative to <tt>%AbstractTransformation<3, T></tt>. See
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@ref AbstractTransformation for more information.
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@see @ref AbstractTransformation3D, @ref AbstractBasicTransformation2D
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*/
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template<class T> using AbstractBasicTransformation3D = AbstractTransformation<3, T>;
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/**
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@brief Base transformation for three-dimensional float scenes
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@see @ref AbstractTransformation2D
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*/
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typedef AbstractBasicTransformation3D<Float> AbstractTransformation3D;
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#ifdef CORRADE_TARGET_WINDOWS
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extern template class MAGNUM_SCENEGRAPH_EXPORT AbstractTransformation<2, Float>;
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extern template class MAGNUM_SCENEGRAPH_EXPORT AbstractTransformation<3, Float>;
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#endif
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}}
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#endif
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