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212 lines
8.9 KiB
212 lines
8.9 KiB
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13 years ago
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#ifndef Magnum_SceneGraph_RigidMatrixTransformation2D_h
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#define Magnum_SceneGraph_RigidMatrixTransformation2D_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 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 Magnum::SceneGraph::BasicRigidMatrixTransformation2D, typedef Magnum::SceneGraph::RigidMatrixTransformation2D
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*/
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#include "Math/Matrix3.h"
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#include "Math/Algorithms/GramSchmidt.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 rigid transformation implemented using matrices
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Unlike BasicMatrixTransformation2D this class allows only rotation, reflection
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and translation (no scaling or setting arbitrary transformations). This allows
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to use Matrix3::invertedRigid() for faster computation of inverse
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transformations.
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@see @ref RigidMatrixTransformation2D, @ref scenegraph, @ref BasicRigidMatrixTransformation3D
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*/
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template<class T> class BasicRigidMatrixTransformation2D: public AbstractBasicTranslationRotation2D<T> {
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public:
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/** @brief Underlying transformation type */
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typedef Math::Matrix3<T> DataType;
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/** @brief Object transformation */
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Math::Matrix3<T> transformation() const { return _transformation; }
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/**
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* @brief Set transformation
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* @return Reference to self (for method chaining)
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*
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* Expects that the matrix represents rigid transformation.
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* @see Matrix3::isRigidTransformation()
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*/
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Object<BasicRigidMatrixTransformation2D<T>>& setTransformation(const Math::Matrix3<T>& transformation) {
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CORRADE_ASSERT(transformation.isRigidTransformation(),
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"SceneGraph::RigidMatrixTransformation2D::setTransformation(): the matrix doesn't represent rigid transformation",
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static_cast<Object<BasicRigidMatrixTransformation2D<T>>&>(*this));
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return setTransformationInternal(transformation);
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}
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/** @copydoc AbstractTranslationRotationScaling2D::resetTransformation() */
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Object<BasicRigidMatrixTransformation2D<T>>& resetTransformation() {
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return setTransformationInternal({});
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}
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/**
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* @brief Normalize rotation part
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* @return Reference 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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Object<BasicRigidMatrixTransformation2D<T>>& normalizeRotation() {
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return setTransformationInternal(Math::Matrix3<T>::from(
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Math::Algorithms::gramSchmidtOrthonormalize(_transformation.rotationScaling()),
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_transformation.translation()));
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}
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/**
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* @brief Transform object
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* @param transformation Transformation
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* @param type Transformation type
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* @return Reference to self (for method chaining)
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*
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* Expects that the matrix represents rigid transformation.
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* @see Matrix3::isRigidTransformation()
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*/
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Object<BasicRigidMatrixTransformation2D<T>>& transform(const Math::Matrix3<T>& transformation, TransformationType type = TransformationType::Global) {
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CORRADE_ASSERT(transformation.isRigidTransformation(),
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"SceneGraph::RigidMatrixTransformation2D::transform(): the matrix doesn't represent rigid transformation",
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static_cast<Object<BasicRigidMatrixTransformation2D<T>>&>(*this));
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return transformInternal(transformation, type);
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}
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/**
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* @copydoc AbstractTranslationRotationScaling2D::translate()
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* Same as calling transform() with Matrix3::translation().
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*/
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Object<BasicRigidMatrixTransformation2D<T>>& translate(const Math::Vector2<T>& vector, TransformationType type = TransformationType::Global) {
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return transformInternal(Math::Matrix3<T>::translation(vector), type);
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}
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/**
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* @brief Rotate object
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* @param angle Angle (counterclockwise)
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* @param type Transformation type
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* @return Reference to self (for method chaining)
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*
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* Same as calling transform() with Matrix3::rotation().
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* @see normalizeRotation()
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*/
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Object<BasicRigidMatrixTransformation2D<T>>& rotate(Math::Rad<T> angle, TransformationType type = TransformationType::Global) {
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return transformInternal(Math::Matrix3<T>::rotation(angle), type);
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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 Reference to self (for method chaining)
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*
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* Same as calling transform() with Matrix3::reflection().
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*/
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Object<BasicRigidMatrixTransformation2D<T>>& reflect(const Math::Vector2<T>& normal, TransformationType type = TransformationType::Global) {
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return transformInternal(Math::Matrix3<T>::reflection(normal), type);
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}
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protected:
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/* Allow construction only from Object */
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explicit BasicRigidMatrixTransformation2D() = default;
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private:
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void doResetTransformation() override final { resetTransformation(); }
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void doTranslate(const Math::Vector2<T>& vector, TransformationType type) override final {
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translate(vector, type);
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}
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void doRotate(Math::Rad<T> angle, TransformationType type) override final {
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rotate(angle, type);
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}
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/* No assertions fired, for internal use */
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Object<BasicRigidMatrixTransformation2D<T>>& setTransformationInternal(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<BasicRigidMatrixTransformation2D<T>>*>(this)->isScene()) {
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_transformation = transformation;
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static_cast<Object<BasicRigidMatrixTransformation2D<T>>*>(this)->setDirty();
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}
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return static_cast<Object<BasicRigidMatrixTransformation2D<T>>&>(*this);
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}
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/* No assertions fired, for internal use */
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Object<BasicRigidMatrixTransformation2D<T>>& transformInternal(const Math::Matrix3<T>& transformation, TransformationType type) {
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return setTransformationInternal(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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@brief Two-dimensional rigid transformation for float scenes implemented using matrices
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@see @ref RigidMatrixTransformation3D
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*/
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typedef BasicRigidMatrixTransformation2D<Float> RigidMatrixTransformation2D;
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namespace Implementation {
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template<class T> struct Transformation<BasicRigidMatrixTransformation2D<T>> {
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static Math::Matrix3<T> fromMatrix(const Math::Matrix3<T>& matrix) {
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CORRADE_ASSERT(matrix.isRigidTransformation(),
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"SceneGraph::RigidMatrixTransformation2D: the matrix doesn't represent rigid transformation", {});
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return matrix;
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}
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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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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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static Math::Matrix3<T> inverted(const Math::Matrix3<T>& transformation) {
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return transformation.invertedRigid();
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}
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};
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}
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#ifdef CORRADE_TARGET_WINDOWS
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extern template class MAGNUM_SCENEGRAPH_EXPORT Object<BasicRigidMatrixTransformation2D<Float>>;
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#endif
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}}
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#endif
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