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#ifndef Magnum_MeshTools_Transform_h
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#define Magnum_MeshTools_Transform_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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2020, 2021, 2022 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 Function @ref Magnum::MeshTools::transformVectorsInPlace(), @ref Magnum::MeshTools::transformVectors(), @ref Magnum::MeshTools::transformPointsInPlace(), @ref Magnum::MeshTools::transformPoints(), @ref Magnum::MeshTools::transform2D(), @ref Magnum::MeshTools::transform2DInPlace(), @ref Magnum::MeshTools::transform3D(), @ref Magnum::MeshTools::transform3DInPlace(), @ref Magnum::MeshTools::transformTextureCoordinates2D(), @ref Magnum::MeshTools::transformTextureCoordinates2DInPlace()
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*/
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#include "Magnum/Math/DualQuaternion.h"
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#include "Magnum/Math/DualComplex.h"
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#include "Magnum/MeshTools/InterleaveFlags.h"
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#include "Magnum/MeshTools/visibility.h"
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#include "Magnum/Trade/Trade.h"
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namespace Magnum { namespace MeshTools {
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/**
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@brief Transform vectors in-place using given transformation
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Usable for one-time mesh transformations that would otherwise negatively affect
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dependent objects, such as (uneven) scaling. Accepts any forward-iterable type
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with compatible vector type as @p vectors. Expects that @ref Math::Quaternion "Quaternion"
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is normalized, no further requirements are for other transformation
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representations.
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Unlike in @ref transformPointsInPlace(), the transformation does not involve
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translation.
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Example usage:
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@snippet MagnumMeshTools.cpp transformVectors
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@see @ref transformVectors(), @ref transform2DInPlace(),
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@ref transform3DInPlace(), @ref transformTextureCoordinates2DInPlace(),
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@ref Matrix3::transformVector(), @ref Matrix4::transformVector(),
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@ref Complex::transformVector(), @ref Quaternion::transformVectorNormalized()
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@todo GPU transform feedback implementation (otherwise this is only bad joke)
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*/
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template<class T, class U> void transformVectorsInPlace(const Math::Matrix4<T>& matrix, U&& vectors) {
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for(auto& vector: vectors) vector = matrix.transformVector(vector);
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}
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/** @overload */
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template<class T, class U> void transformVectorsInPlace(const Math::Matrix3<T>& matrix, U&& vectors) {
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for(auto& vector: vectors) vector = matrix.transformVector(vector);
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}
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/** @overload */
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template<class T, class U> void transformVectorsInPlace(const Math::Complex<T>& complex, U&& vectors) {
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for(auto& vector: vectors) vector = complex.transformVector(vector);
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}
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/** @overload */
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template<class T, class U> void transformVectorsInPlace(const Math::Quaternion<T>& normalizedQuaternion, U&& vectors) {
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for(auto& vector: vectors) vector = normalizedQuaternion.transformVectorNormalized(vector);
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}
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/**
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@brief Transform vectors using given transformation
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Returns transformed vectors instead of modifying them in-place. See
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@ref transformVectorsInPlace() for more information.
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@see @ref transform2D(), @ref transform3D(), @ref transformTextureCoordinates2D()
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*/
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template<class T, class U> U transformVectors(const T& transformation, U vectors) {
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U result(std::move(vectors));
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transformVectorsInPlace(transformation, result);
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return result;
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}
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/**
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@brief Transform points in-place using given transformation
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Usable for one-time mesh transformations that would otherwise negatively affect
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dependent objects, such as (uneven) scaling. Accepts any forward-iterable type
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with compatible vector type as @p vectors. Expects that
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@ref Math::DualQuaternion "DualQuaternion" is normalized, no further
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requirements are for other transformation representations.
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Unlike in @ref transformVectorsInPlace(), the transformation also involves
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translation.
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Example usage:
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@snippet MagnumMeshTools.cpp transformPoints
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@see @ref transformPoints(), @ref transform2DInPlace(),
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@ref transform3DInPlace(), @ref transformTextureCoordinates2DInPlace(),
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@ref Matrix3::transformPoint(), @ref Matrix4::transformPoint(),
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@ref DualQuaternion::transformPointNormalized()
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*/
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template<class T, class U> void transformPointsInPlace(const Math::Matrix4<T>& matrix, U&& points) {
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for(auto& point: points) point = matrix.transformPoint(point);
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}
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/** @overload */
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template<class T, class U> void transformPointsInPlace(const Math::Matrix3<T>& matrix, U&& points) {
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for(auto& point: points) point = matrix.transformPoint(point);
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}
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/** @overload */
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template<class T, class U> void transformPointsInPlace(const Math::DualComplex<T>& dualComplex, U&& points) {
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for(auto& point: points) point = dualComplex.transformPoint(point);
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}
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/** @overload */
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template<class T, class U> void transformPointsInPlace(const Math::DualQuaternion<T>& normalizedDualQuaternion, U&& points) {
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for(auto& point: points) point = normalizedDualQuaternion.transformPointNormalized(point);
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}
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/**
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@brief Transform points using given transformation
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Returns transformed points instead of modifying them in-place. See
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@ref transformPointsInPlace() for more information.
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@see @ref transform2D(), @ref transform3D(), @ref transformTextureCoordinates2D()
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*/
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template<class T, class U> U transformPoints(const T& transformation, U vectors) {
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U result(std::move(vectors));
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transformPointsInPlace(transformation, result);
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return result;
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}
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/**
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@brief Transform 2D positions in a mesh data
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@m_since_latest
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Expects that the mesh contains a two-dimensional
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@ref Trade::MeshAttribute::Position with index @p id and that the attribute
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does not have an implementation-specific format. To avoid data loss with packed
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types, the positions are converted to @ref VertexFormat::Vector2 if not
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already. In that case the data layouting is done by @ref interleavedLayout()
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with the @p flags parameter propagated to it, see its documentation for
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detailed behavior description. Other attributes, position attributes other than
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@p id, and indices (if any) are passed through untouched.
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See also @ref transform2D(Trade::MeshData&&, const Matrix3&, UnsignedInt, InterleaveFlags)
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for a potentially more efficient operation instead of always performing a full
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copy, you can also do an in-place transformation using @ref transform2DInPlace().
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@see @ref transform3D(), @ref transformTextureCoordinates2D(),
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@ref Trade::MeshData::attributeCount(MeshAttribute) const,
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@ref Trade::MeshData::attributeFormat(MeshAttribute, UnsignedInt) const,
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@ref isVertexFormatImplementationSpecific()
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*/
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MAGNUM_MESHTOOLS_EXPORT Trade::MeshData transform2D(const Trade::MeshData& data, const Matrix3& transformation, UnsignedInt id = 0, InterleaveFlags flags = InterleaveFlag::PreserveInterleavedAttributes);
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/**
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@brief Transform 2D positions in a mesh data
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@m_since_latest
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Compared to @ref transform2D(const Trade::MeshData&, const Matrix3&, UnsignedInt, InterleaveFlags)
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this function can can perform the transformation in-place, transferring the
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data ownership to the returned instance, if both vertex and index data is
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owned, vertex data is mutable and the positions with index @p id are
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@ref VertexFormat::Vector2.
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*/
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MAGNUM_MESHTOOLS_EXPORT Trade::MeshData transform2D(Trade::MeshData&& data, const Matrix3& transformation, UnsignedInt id = 0, InterleaveFlags flags = InterleaveFlag::PreserveInterleavedAttributes);
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/**
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@brief Transform 2D positions in a mesh data in-place
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@m_since_latest
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Expects that the mesh has mutable vertex data and contains a two-dimensional
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@ref Trade::MeshAttribute::Position with index @p id. To avoid data loss with
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packed types, the in-place operation requires the position type to be
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@ref VertexFormat::Vector2 --- if you can't guarantee that, use
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@ref transform2D() instead. Other attributes, position attributes other than
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@p id, and indices (if any) are left untouched.
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@see @ref transform3DInPlace(), @ref transformTextureCoordinates2DInPlace(),
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@ref Trade::MeshData::vertexDataFlags(),
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@ref Trade::MeshData::attributeCount(MeshAttribute) const,
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@ref Trade::MeshData::attributeFormat(MeshAttribute, UnsignedInt) const
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*/
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MAGNUM_MESHTOOLS_EXPORT void transform2DInPlace(Trade::MeshData& data, const Matrix3& transformation, UnsignedInt id = 0);
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/**
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@brief Transform 3D positions, normals, tangents and bitangents in a mesh data
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@m_since_latest
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Expects that the mesh contains a three-dimensional
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@ref Trade::MeshAttribute::Position with index @p id. If
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@ref Trade::MeshAttribute::Normal, @ref Trade::MeshAttribute::Tangent or
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@ref Trade::MeshAttribute::Bitangent with index @p id are present as well,
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those get transformed with @ref Matrix4::normalMatrix() extracted out of
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@p transformation. All these attributes are expected to not have an
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implementation-specific format. To avoid data loss with packed types, the
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positions, normals and bitangents are converted to @ref VertexFormat::Vector3
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if not already, tangents to either @ref VertexFormat::Vector3 or
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@ref VertexFormat::Vector4 if not already. In that case the data layouting is
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done by @ref interleavedLayout() with the @p flags parameter propagated to it,
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see its documentation for detailed behavior description. Other attributes,
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additional position/TBN attributes other than @p id, and indices (if any) are
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passed through untouched.
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See also @ref transform3D(Trade::MeshData&&, const Matrix4&, UnsignedInt, InterleaveFlags)
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for a potentially more efficient operation instead of always performing a full
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copy, you can also do an in-place transformation using @ref transform3DInPlace().
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@see @ref transform2D(), @ref transformTextureCoordinates2D(),
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@ref Trade::MeshData::attributeCount(MeshAttribute) const,
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@ref Trade::MeshData::attributeFormat(MeshAttribute, UnsignedInt) const,
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@ref isVertexFormatImplementationSpecific()
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*/
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MAGNUM_MESHTOOLS_EXPORT Trade::MeshData transform3D(const Trade::MeshData& data, const Matrix4& transformation, UnsignedInt id = 0, InterleaveFlags flags = InterleaveFlag::PreserveInterleavedAttributes);
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/**
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@brief Transform 3D positions, normals, tangenta and bitangents in a mesh data
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@m_since_latest
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Compared to @ref transform3D(const Trade::MeshData&, const Matrix4&, UnsignedInt, InterleaveFlags)
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this function can can perform the transformation in-place, transferring the
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data ownership to the returned instance, if both vertex and index data is
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owned, vertex data is mutable, positions, normals and bitangents (if present)
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are @ref VertexFormat::Vector3 and tangents (if present) either
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@ref VertexFormat::Vector3 or @ref VertexFormat::Vector4.
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*/
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MAGNUM_MESHTOOLS_EXPORT Trade::MeshData transform3D(Trade::MeshData&& data, const Matrix4& transformation, UnsignedInt id = 0, InterleaveFlags flags = InterleaveFlag::PreserveInterleavedAttributes);
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/**
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@brief Transform 3D positions, normals, tangents and bitangents in a mesh data in-place
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@m_since_latest
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Expects that the mesh has mutable vertex data and contains at least a
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three-dimensional @ref Trade::MeshAttribute::Position with index @p id;
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optionally also @ref Trade::MeshAttribute::Normal,
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@ref Trade::MeshAttribute::Tangent or @ref Trade::MeshAttribute::Bitangent with
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index @p id, those get transformed with @ref Matrix4::normalMatrix() extracted
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out of @p transformation. To avoid data loss with packed types, the in-place
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operation requires the position, normal and bitangent types to be
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@ref VertexFormat::Vector3 and tangent either @ref VertexFormat::Vector3 or
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@ref VertexFormat::Vector4 --- if you can't guarantee that, use
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@ref transform3D() instead. Other attributes, position/TBN attributes other
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than @p id, and indices (if any) are left untouched.
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@see @ref transform2DInPlace(), @ref transformTextureCoordinates2DInPlace(),
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@ref Trade::MeshData::vertexDataFlags(),
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@ref Trade::MeshData::attributeCount(MeshAttribute) const,
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@ref Trade::MeshData::attributeFormat(MeshAttribute, UnsignedInt) const
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*/
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MAGNUM_MESHTOOLS_EXPORT void transform3DInPlace(Trade::MeshData& data, const Matrix4& transformation, UnsignedInt id = 0);
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/**
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@brief Transform 2D texture coordinates in a mesh data
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@m_since_latest
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Expects that the mesh contains a @ref Trade::MeshAttribute::TextureCoordinates
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with index id. To avoid data loss with packed types, the coordinattes are
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converted to @ref VertexFormat::Vector2 if not already. In that case the data
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layouting is done by @ref interleavedLayout() with the @p flags parameter
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propagated to it, see its documentation for detailed behavior description.
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Other attributes, texture coordinate attributes other than @p id, and indices
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(if any) are passed through untouched.
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See also @ref transformTextureCoordinates2D(Trade::MeshData&&, const Matrix3&, UnsignedInt, InterleaveFlags)
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for a potentially more efficient operation instead of always performing a full
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copy, you can also do an in-place transformation using
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@ref transformTextureCoordinates2DInPlace().
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@see @ref transform2D(), @ref transform3D(),
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@ref Trade::MeshData::attributeCount(MeshAttribute) const,
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@ref isVertexFormatImplementationSpecific()
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*/
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MAGNUM_MESHTOOLS_EXPORT Trade::MeshData transformTextureCoordinates2D(const Trade::MeshData& data, const Matrix3& transformation, UnsignedInt id = 0, InterleaveFlags flags = InterleaveFlag::PreserveInterleavedAttributes);
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/**
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@brief Transform 2D texture coordinates in a mesh data
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@m_since_latest
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Compared to @ref transformTextureCoordinates2D(const Trade::MeshData&, const Matrix3&, UnsignedInt, InterleaveFlags)
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this function can can perform the transformation in-place, transferring the
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data ownership to the returned instance, if both vertex and index data is
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owned, vertex data is mutable and the coordinates with index @p id are
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@ref VertexFormat::Vector2.
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*/
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MAGNUM_MESHTOOLS_EXPORT Trade::MeshData transformTextureCoordinates2D(Trade::MeshData&& data, const Matrix3& transformation, UnsignedInt id = 0, InterleaveFlags flags = InterleaveFlag::PreserveInterleavedAttributes);
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/**
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@brief Transform 2D texture coordinates in a mesh data in-place
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@m_since_latest
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Expects that the mesh has mutable vertex data and contains a
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@ref Trade::MeshAttribute::TextureCoordinates with index @p id and that the
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attribute does not have an implementation-specific format. To avoid data loss
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with packed types, the in-place operation requires the coordinate type to be
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@ref VertexFormat::Vector2 --- if you can't guarantee that, use
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@ref transformTextureCoordinates2D() instead. Other attributes, texture
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coordinate attributes other than @p id, and indices (if any) are passed through
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untouched.
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@see @ref transform2DInPlace(), @ref transform3DInPlace(),
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@ref Trade::MeshData::vertexDataFlags(),
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@ref Trade::MeshData::attributeCount(MeshAttribute) const,
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@ref Trade::MeshData::attributeFormat(MeshAttribute, UnsignedInt) const
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*/
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MAGNUM_MESHTOOLS_EXPORT void transformTextureCoordinates2DInPlace(Trade::MeshData& data, const Matrix3& transformation, UnsignedInt id = 0);
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}}
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#endif
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