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#ifndef Magnum_SceneGraph_AbstractTranslationRotationScaling2D_h
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#define Magnum_SceneGraph_AbstractTranslationRotationScaling2D_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, 2015, 2016, 2017, 2018, 2019
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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::AbstractBasicTranslationRotationScaling2D, typedef @ref Magnum::SceneGraph::AbstractTranslationRotationScaling2D
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*/
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#include "Magnum/SceneGraph/AbstractTranslationRotation2D.h"
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namespace Magnum { namespace SceneGraph {
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/**
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@brief Base transformation for two-dimensional scenes supporting translation, rotation and scaling
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See @ref scenegraph-features-transformation for more information.
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@see @ref scenegraph, @ref AbstractTranslationRotationScaling2D,
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@ref AbstractBasicTranslationRotationScaling2D,
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@ref BasicMatrixTransformation2D
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*/
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template<class T> class AbstractBasicTranslationRotationScaling2D: public AbstractBasicTranslationRotation2D<T> {
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public:
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explicit AbstractBasicTranslationRotationScaling2D() = default;
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/**
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* @brief Scale the object
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* @return Reference to self (for method chaining)
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*
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* @see @ref scaleLocal(), @ref Math::Vector2::xScale(),
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* @ref Math::Vector2::yScale()
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*/
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AbstractBasicTranslationRotationScaling2D<T>& scale(const Math::Vector2<T>& vector) {
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doScale(vector);
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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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/**
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* @brief Scale the object as a local transformation
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*
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* Similar to the above, except that the transformation is applied
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* before all others.
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*/
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AbstractBasicTranslationRotationScaling2D<T>& scaleLocal(const Math::Vector2<T>& vector) {
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doScaleLocal(vector);
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return *this;
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}
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/* Overloads to remove WTF-factor from method chaining order */
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#ifndef DOXYGEN_GENERATING_OUTPUT
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AbstractBasicTranslationRotationScaling2D<T>& resetTransformation() {
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AbstractBasicTranslationRotation2D<T>::resetTransformation();
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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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AbstractBasicTranslationRotationScaling2D<T>& translate(const Math::Vector2<T>& vector) {
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AbstractBasicTranslationRotation2D<T>::translate(vector);
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return *this;
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}
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AbstractBasicTranslationRotationScaling2D<T>& translateLocal(const Math::Vector2<T>& vector) {
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AbstractBasicTranslationRotation2D<T>::translateLocal(vector);
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return *this;
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}
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AbstractBasicTranslationRotationScaling2D<T>& rotate(const Math::Complex<T>& complex) {
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AbstractBasicTranslationRotation2D<T>::rotate(complex);
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return *this;
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}
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AbstractBasicTranslationRotationScaling2D<T>& rotateLocal(const Math::Complex<T>& complex) {
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AbstractBasicTranslationRotation2D<T>::rotateLocal(complex);
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return *this;
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}
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AbstractBasicTranslationRotationScaling2D<T>& rotate(Math::Rad<T> angle) {
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AbstractBasicTranslationRotation2D<T>::rotate(angle);
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return *this;
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}
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AbstractBasicTranslationRotationScaling2D<T>& rotateLocal(Math::Rad<T> angle) {
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AbstractBasicTranslationRotation2D<T>::rotateLocal(angle);
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return *this;
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}
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#endif
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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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protected:
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~AbstractBasicTranslationRotationScaling2D() = 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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private:
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/** @brief Polymorphic implementation for @ref scale() */
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virtual void doScale(const Math::Vector2<T>& vector) = 0;
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/** @brief Polymorphic implementation for @ref scaleLocal() */
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virtual void doScaleLocal(const Math::Vector2<T>& vector) = 0;
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};
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/**
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@brief Base transformation for two-dimensional float scenes supporting translation, rotation and scaling
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@see @ref AbstractTranslationRotationScaling3D
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*/
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typedef AbstractBasicTranslationRotationScaling2D<Float> AbstractTranslationRotationScaling2D;
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}}
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#endif
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