# ifndef Magnum_SceneGraph_AbstractTranslationRotation3D_h
# define Magnum_SceneGraph_AbstractTranslationRotation3D_h
/*
This file is part of Magnum .
Copyright © 2010 , 2011 , 2012 , 2013 , 2014 , 2015 , 2016 , 2017 , 2018
Vladimír Vondruš < mosra @ centrum . cz >
Permission is hereby granted , free of charge , to any person obtaining a
copy of this software and associated documentation files ( the " Software " ) ,
to deal in the Software without restriction , including without limitation
the rights to use , copy , modify , merge , publish , distribute , sublicense ,
and / or sell copies of the Software , and to permit persons to whom the
Software is furnished to do so , subject to the following conditions :
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software .
THE SOFTWARE IS PROVIDED " AS IS " , WITHOUT WARRANTY OF ANY KIND , EXPRESS OR
IMPLIED , INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY ,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT . IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM , DAMAGES OR OTHER
LIABILITY , WHETHER IN AN ACTION OF CONTRACT , TORT OR OTHERWISE , ARISING
FROM , OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE .
*/
/** @file
* @ brief Class @ ref Magnum : : SceneGraph : : AbstractBasicTranslationRotation3D , typedef @ ref Magnum : : SceneGraph : : AbstractTranslationRotation3D
*/
# include "Magnum/SceneGraph/AbstractTranslation.h"
namespace Magnum { namespace SceneGraph {
/**
@ brief Base transformation for three - dimensional scenes supporting translation and rotation
See @ ref scenegraph - features - transformation for more information .
@ see @ ref scenegraph , @ ref AbstractTranslationRotation3D ,
@ ref AbstractBasicTranslationRotation2D ,
@ ref BasicRigidMatrixTransformation3D ,
@ ref BasicDualQuaternionTransformation
*/
template < class T > class AbstractBasicTranslationRotation3D : public AbstractBasicTranslation3D < T > {
public :
explicit AbstractBasicTranslationRotation3D ( ) = default ;
/**
* @ brief Rotate object
* @ param angle Angle ( counterclockwise )
* @ param normalizedAxis Normalized rotation axis
* @ return Reference to self ( for method chaining )
*
* @ see @ ref rotateLocal ( ) , @ ref rotateX ( ) , @ ref rotateY ( ) ,
* @ ref rotateZ ( ) , @ ref Math : : Vector3 : : xAxis ( ) ,
* @ ref Math : : Vector3 : : yAxis ( ) , @ ref Math : : Vector3 : : zAxis ( )
*/
AbstractBasicTranslationRotation3D < T > & rotate ( Math : : Rad < T > angle , const Math : : Vector3 < T > & normalizedAxis ) {
doRotate ( angle , normalizedAxis ) ;
return * this ;
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
}
/**
* @ brief Rotate object as a local transformation
*
* Similar to the above , except that the transformation is applied
* before all others .
*/
AbstractBasicTranslationRotation3D < T > & rotateLocal ( Math : : Rad < T > angle , const Math : : Vector3 < T > & normalizedAxis ) {
doRotateLocal ( angle , normalizedAxis ) ;
return * this ;
}
# ifdef MAGNUM_BUILD_DEPRECATED
# ifdef __GNUC__
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wdeprecated-declarations"
# elif defined(_MSC_VER)
# pragma warning(push)
# pragma warning(disable: 4996)
# endif
/**
* @ copybrief rotate ( )
* @ deprecated Use @ ref rotate ( ) or @ ref rotateLocal ( ) instead .
*/
CORRADE_DEPRECATED ( " use rotate() or rotateLocal() instead " ) AbstractBasicTranslationRotation3D < T > & rotate ( Math : : Rad < T > angle , const Math : : Vector3 < T > & normalizedAxis , TransformationType type ) {
return type = = TransformationType : : Global ? rotate ( angle , normalizedAxis ) : rotateLocal ( angle , normalizedAxis ) ;
}
# ifdef __GNUC__
# pragma GCC diagnostic pop
# elif defined(_MSC_VER)
# pragma warning(pop)
# endif
# endif
/**
* @ brief Rotate object around X axis
* @ param angle Angle ( counterclockwise )
* @ return Reference to self ( for method chaining )
*
* In some implementations faster than calling
* ` rotate ( angle , Vector3 : : xAxis ( ) ) ` , see subclasses for more
* information .
* @ see @ ref rotateXLocal ( )
*/
AbstractBasicTranslationRotation3D < T > & rotateX ( Math : : Rad < T > angle ) {
doRotateX ( angle ) ;
return * this ;
}
/**
* @ brief Rotate object around X axis as a local transformation
*
* Similar to the above , except that the transformation is applied
* before all others . In some implementations faster than calling
* ` rotateLocal ( angle , Vector3 : : xAxis ( ) ) ` , see subclasses for more
* information .
*/
AbstractBasicTranslationRotation3D < T > & rotateXLocal ( Math : : Rad < T > angle ) {
doRotateXLocal ( angle ) ;
return * this ;
}
# ifdef MAGNUM_BUILD_DEPRECATED
# ifdef __GNUC__
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wdeprecated-declarations"
# elif defined(_MSC_VER)
# pragma warning(push)
# pragma warning(disable: 4996)
# endif
/**
* @ copybrief rotateX ( )
* @ deprecated Use @ ref rotateX ( ) or @ ref rotateXLocal ( ) instead .
*/
CORRADE_DEPRECATED ( " use rotateX() or rotateXLocal() instead " ) AbstractBasicTranslationRotation3D < T > & rotateX ( Math : : Rad < T > angle , TransformationType type ) {
return type = = TransformationType : : Global ? rotateX ( angle ) : rotateXLocal ( angle ) ;
}
# ifdef __GNUC__
# pragma GCC diagnostic pop
# elif defined(_MSC_VER)
# pragma warning(pop)
# endif
# endif
/**
* @ brief Rotate object around Y axis
* @ param angle Angle ( counterclockwise )
* @ return Reference to self ( for method chaining )
*
* In some implementations faster than calling
* ` rotate ( angle , Vector3 : : yAxis ( ) ) ` , see subclasses for more
* information .
* @ see @ ref rotateYLocal ( )
*/
AbstractBasicTranslationRotation3D < T > & rotateY ( Math : : Rad < T > angle ) {
doRotateY ( angle ) ;
return * this ;
}
/**
* @ brief Rotate object around Y axis as a local transformation
*
* Similar to the above , except that the transformation is applied
* before all others . In some implementations faster than calling
* ` rotateLocal ( angle , Vector3 : : yAxis ( ) ) ` , see subclasses for more
* information .
*/
AbstractBasicTranslationRotation3D < T > & rotateYLocal ( Math : : Rad < T > angle ) {
doRotateY ( angle ) ;
return * this ;
}
# ifdef MAGNUM_BUILD_DEPRECATED
# ifdef __GNUC__
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wdeprecated-declarations"
# elif defined(_MSC_VER)
# pragma warning(push)
# pragma warning(disable: 4996)
# endif
/**
* @ copybrief rotateY ( )
* @ deprecated Use @ ref rotateY ( ) or @ ref rotateYLocal ( ) instead .
*/
CORRADE_DEPRECATED ( " use rotateY() or rotateYLocal() instead " ) AbstractBasicTranslationRotation3D < T > & rotateY ( Math : : Rad < T > angle , TransformationType type ) {
return type = = TransformationType : : Global ? rotateY ( angle ) : rotateYLocal ( angle ) ;
}
# ifdef __GNUC__
# pragma GCC diagnostic pop
# elif defined(_MSC_VER)
# pragma warning(pop)
# endif
# endif
/**
* @ brief Rotate object around Z axis
* @ param angle Angle ( counterclockwise )
* @ return Reference to self ( for method chaining )
*
* In some implementations faster than calling
* ` rotate ( angle , Vector3 : : zAxis ( ) ) ` , see subclasses for more
* information .
* @ see @ ref rotateZLocal ( )
*/
AbstractBasicTranslationRotation3D < T > & rotateZ ( Math : : Rad < T > angle ) {
doRotateZ ( angle ) ;
return * this ;
}
/**
* @ brief Rotate object around Z axis as a local transformation
*
* Similar to the above , except that the transformation is applied
* before all others . In some implementations faster than calling
* ` rotateLocal ( angle , Vector3 : : zAxis ( ) ) ` , see subclasses for more
* information .
*/
AbstractBasicTranslationRotation3D < T > & rotateZLocal ( Math : : Rad < T > angle ) {
doRotateZLocal ( angle ) ;
return * this ;
}
# ifdef MAGNUM_BUILD_DEPRECATED
# ifdef __GNUC__
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wdeprecated-declarations"
# elif defined(_MSC_VER)
# pragma warning(push)
# pragma warning(disable: 4996)
# endif
/**
* @ copybrief rotateZ ( )
* @ deprecated Use @ ref rotateZ ( ) or @ ref rotateZLocal ( ) instead .
*/
CORRADE_DEPRECATED ( " use rotateZ() or rotateZLocal() instead " ) AbstractBasicTranslationRotation3D < T > & rotateZ ( Math : : Rad < T > angle , TransformationType type ) {
return type = = TransformationType : : Global ? rotateZ ( angle ) : rotateZLocal ( angle ) ;
}
# ifdef __GNUC__
# pragma GCC diagnostic pop
# elif defined(_MSC_VER)
# pragma warning(pop)
# endif
# endif
/* Overloads to remove WTF-factor from method chaining order */
# ifndef DOXYGEN_GENERATING_OUTPUT
AbstractBasicTranslationRotation3D < T > & resetTransformation ( ) {
AbstractBasicTranslation3D < T > : : resetTransformation ( ) ;
return * this ;
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
}
AbstractBasicTranslationRotation3D < T > & translate ( const Math : : Vector3 < T > & vector ) {
AbstractBasicTranslation3D < T > : : translate ( vector ) ;
return * this ;
}
AbstractBasicTranslationRotation3D < T > & translateLocal ( const Math : : Vector3 < T > & vector ) {
AbstractBasicTranslation3D < T > : : translateLocal ( vector ) ;
return * this ;
}
# ifdef MAGNUM_BUILD_DEPRECATED
# ifdef __GNUC__
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wdeprecated-declarations"
# elif defined(_MSC_VER)
# pragma warning(push)
# pragma warning(disable: 4996)
# endif
CORRADE_DEPRECATED ( " use translate() or translateLocal() instead " ) AbstractBasicTranslationRotation3D < T > & translate ( const Math : : Vector3 < T > & vector , TransformationType type ) {
AbstractBasicTranslation3D < T > : : translate ( vector , type ) ;
return * this ;
}
# ifdef __GNUC__
# pragma GCC diagnostic pop
# elif defined(_MSC_VER)
# pragma warning(pop)
# endif
# endif
# endif
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
protected :
~ AbstractBasicTranslationRotation3D ( ) = default ;
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
# ifdef DOXYGEN_GENERATING_OUTPUT
protected :
# else
private :
# endif
/** @brief Polymorphic implementation for @ref rotate() */
virtual void doRotate ( Math : : Rad < T > angle , const Math : : Vector3 < T > & normalizedAxis ) = 0 ;
/** @brief Polymorphic implementation for @ref rotateLocal() */
virtual void doRotateLocal ( Math : : Rad < T > angle , const Math : : Vector3 < T > & normalizedAxis ) = 0 ;
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
/**
* @ brief Polymorphic implementation for @ ref rotateX ( )
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
*
* Default implementation calls @ ref rotate ( ) with
* @ ref Math : : Vector3 : : xAxis ( ) .
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
*/
virtual void doRotateX ( Math : : Rad < T > angle ) {
rotate ( angle , Math : : Vector3 < T > : : xAxis ( ) ) ;
}
/**
* @ brief Polymorphic implementation for @ ref rotateXLocal ( )
*
* Default implementation calls @ ref rotateLocal ( ) with
* @ ref Math : : Vector3 : : xAxis ( ) .
*/
virtual void doRotateXLocal ( Math : : Rad < T > angle ) {
rotateLocal ( angle , Math : : Vector3 < T > : : xAxis ( ) ) ;
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
}
/**
* @ brief Polymorphic implementation for @ ref rotateY ( )
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
*
* Default implementation calls @ ref rotate ( ) with
* @ ref Math : : Vector3 : : yAxis ( ) .
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
*/
virtual void doRotateY ( Math : : Rad < T > angle ) {
rotate ( angle , Math : : Vector3 < T > : : yAxis ( ) ) ;
}
/**
* @ brief Polymorphic implementation for @ ref rotateYLocal ( )
*
* Default implementation calls @ ref rotateLocal ( ) with
* @ ref Math : : Vector3 : : yAxis ( ) .
*/
virtual void doRotateYLocal ( Math : : Rad < T > angle ) {
rotateLocal ( angle , Math : : Vector3 < T > : : yAxis ( ) ) ;
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
}
/**
* @ brief Polymorphic implementation for @ ref rotateZ ( )
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
*
* Default implementation calls @ ref rotate ( ) with
* @ ref Math : : Vector3 : : zAxis ( ) .
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
*/
virtual void doRotateZ ( Math : : Rad < T > angle ) {
rotate ( angle , Math : : Vector3 < T > : : zAxis ( ) ) ;
}
/**
* @ brief Polymorphic implementation for @ ref rotateZLocal ( )
*
* Default implementation calls @ ref rotateLocal ( ) with
* @ ref Math : : Vector3 : : zAxis ( ) .
*/
virtual void doRotateZLocal ( Math : : Rad < T > angle ) {
rotateLocal ( angle , Math : : Vector3 < T > : : zAxis ( ) ) ;
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
}
} ;
/**
@ brief Base transformation for three - dimensional float scenes supporting translation and rotation
@ see @ ref AbstractTranslationRotation2D
*/
typedef AbstractBasicTranslationRotation3D < Float > AbstractTranslationRotation3D ;
} }
# endif