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#ifndef Magnum_SceneGraph_EuclideanMatrixTransformation3D_h
#define Magnum_SceneGraph_EuclideanMatrixTransformation3D_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::EuclideanMatrixTransformation3D
*/
#include "Math/Matrix4.h"
#include "Math/Algorithms/GramSchmidt.h"
#include "AbstractTranslationRotation3D.h"
#include "Object.h"
namespace Magnum { namespace SceneGraph {
/**
@brief Three-dimensional euclidean transformation implemented using matrices
Unlike MatrixTransformation3D this class allows only rotation, reflection and
translation (no scaling or setting arbitrary transformations). This allows to
use Matrix4::invertedEuclidean() for faster computation of inverse
transformations.
@see @ref scenegraph, EuclideanMatrixTransformation2D
*/
#ifndef DOXYGEN_GENERATING_OUTPUT
template<class T>
#else
template<class T = GLfloat>
#endif
class EuclideanMatrixTransformation3D: public AbstractTranslationRotation3D<T> {
public:
/** @brief Transformation matrix type */
typedef typename DimensionTraits<3, T>::MatrixType DataType;
#ifndef DOXYGEN_GENERATING_OUTPUT
inline constexpr static Math::Matrix4<T> fromMatrix(const Math::Matrix4<T>& matrix) {
return matrix;
}
inline constexpr static Math::Matrix4<T> toMatrix(const Math::Matrix4<T>& transformation) {
return transformation;
}
inline static Math::Matrix4<T> compose(const Math::Matrix4<T>& parent, const Math::Matrix4<T>& child) {
return parent*child;
}
inline static Math::Matrix4<T> inverted(const Math::Matrix4<T>& transformation) {
return transformation.invertedEuclidean();
}
inline Math::Matrix4<T> transformation() const {
return _transformation;
}
#endif
/**
* @brief Reset transformation to default
* @return Pointer to self (for method chaining)
*/
inline EuclideanMatrixTransformation3D<T>* resetTransformation() {
setTransformation({});
return this;
}
/**
* @brief Normalize rotation part
* @return Pointer to self (for method chaining)
*
* Normalizes the rotation part using Math::Algorithms::gramSchmidt()
* to prevent rounding errors when rotating the object subsequently.
*/
EuclideanMatrixTransformation3D<T>* normalizeRotation() {
setTransformation(Math::Matrix4<T>::from(
Math::Algorithms::gramSchmidtOrthonormalize(_transformation.rotationScaling()),
_transformation.translation()));
return this;
}
/**
* @brief Translate object
* @param vector Translation vector
* @param type Transformation type
* @return Pointer to self (for method chaining)
*
* @see Vector3::xAxis(), Vector3::yAxis(), Vector3::zAxis(),
* Matrix4::translation()
*/
inline EuclideanMatrixTransformation3D<T>* translate(const Math::Vector3<T>& vector, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix4<T>::translation(vector), type);
return this;
}
/**
* @brief Rotate object
* @param angle Angle (counterclockwise)
* @param normalizedAxis Normalized rotation axis
* @param type Transformation type
* @return Pointer to self (for method chaining)
*
* @see rotateX(), rotateY(), rotateZ(), Vector3::xAxis(),
* Vector3::yAxis(), Vector3::zAxis(), normalizeRotation(),
* Matrix4::rotation()
*/
inline EuclideanMatrixTransformation3D<T>* rotate(Math::Rad<T> angle, const Math::Vector3<T>& normalizedAxis, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix4<T>::rotation(angle, normalizedAxis), type);
return this;
}
/**
* @brief Rotate object around X axis
* @param angle Angle (counterclockwise)
* @param type Transformation type
* @return Pointer to self (for method chaining)
*
* @see normalizeRotation(), Matrix4::rotationX()
*/
inline EuclideanMatrixTransformation3D<T>* rotateX(Math::Rad<T> angle, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix4<T>::rotationX(angle), type);
return this;
}
/**
* @brief Rotate object around Y axis
* @param angle Angle (counterclockwise)
* @param type Transformation type
* @return Pointer to self (for method chaining)
*
* @see normalizeRotation(), Matrix4::rotationY()
*/
inline EuclideanMatrixTransformation3D<T>* rotateY(Math::Rad<T> angle, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix4<T>::rotationY(angle), type);
return this;
}
/**
* @brief Rotate object around Z axis
* @param angle Angle (counterclockwise)
* @param type Transformation type
* @return Pointer to self (for method chaining)
*
* @see normalizeRotation(), Matrix4::rotationZ()
*/
inline EuclideanMatrixTransformation3D<T>* rotateZ(Math::Rad<T> angle, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix4<T>::rotationZ(angle), type);
return this;
}
/**
* @brief Reflect object
* @param normal Normal of the plane through which to reflect
* (normalized)
* @param type Transformation type
* @return Pointer to self (for method chaining)
*
* @see Matrix4::reflection()
*/
inline EuclideanMatrixTransformation3D<T>* reflect(const Math::Vector3<T>& normal, TransformationType type = TransformationType::Global) {
transform(Math::Matrix4<T>::reflection(normal), type);
return this;
}
protected:
/* Allow construction only from Object */
inline explicit EuclideanMatrixTransformation3D() = default;
private:
inline void setTransformation(const Math::Matrix4<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<EuclideanMatrixTransformation3D<T>>*>(this)->isScene()) {
_transformation = transformation;
static_cast<Object<EuclideanMatrixTransformation3D<T>>*>(this)->setDirty();
}
}
inline void transform(const Math::Matrix4<T>& transformation, TransformationType type) {
setTransformation(type == TransformationType::Global ?
transformation*_transformation : _transformation*transformation);
}
Math::Matrix4<T> _transformation;
};
}}
#endif