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#ifndef Magnum_SceneGraph_MatrixTransformation2D_h
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#define Magnum_SceneGraph_MatrixTransformation2D_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, 2023, 2024, 2025, 2026
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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::BasicMatrixTransformation2D, typedef @ref Magnum::SceneGraph::MatrixTransformation2D
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*/
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#include "Magnum/Math/Matrix3.h"
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#include "Magnum/SceneGraph/AbstractTranslationRotationScaling2D.h"
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#include "Magnum/SceneGraph/Object.h"
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namespace Magnum { namespace SceneGraph {
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/**
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@brief Two-dimensional transformation implemented using matrices
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Uses @ref Math::Matrix3 as underlying transformation type.
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@see @ref scenegraph, @ref MatrixTransformation2D,
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@ref BasicRigidMatrixTransformation2D, @ref BasicMatrixTransformation3D
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*/
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template<class T> class BasicMatrixTransformation2D: public AbstractBasicTranslationRotationScaling2D<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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Object<BasicMatrixTransformation2D<T>>& setTransformation(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<BasicMatrixTransformation2D<T>>*>(this)->isScene()) {
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_transformation = transformation;
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static_cast<Object<BasicMatrixTransformation2D<T>>*>(this)->setDirty();
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}
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return static_cast<Object<BasicMatrixTransformation2D<T>>&>(*this);
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}
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/**
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* @brief Transform the object
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* @return Reference to self (for method chaining)
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*
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* @see @ref transformLocal()
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*/
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Object<BasicMatrixTransformation2D<T>>& transform(const Math::Matrix3<T>& transformation) {
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return setTransformation(transformation*_transformation);
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}
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/**
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* @brief Transform 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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Object<BasicMatrixTransformation2D<T>>& transformLocal(const Math::Matrix3<T>& transformation) {
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return setTransformation(_transformation*transformation);
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}
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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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/** @copydoc AbstractTranslationRotationScaling2D::resetTransformation() */
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Object<BasicMatrixTransformation2D<T>>& resetTransformation() {
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return setTransformation({});
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}
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/**
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* Translate the object
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* @return Reference to self (for method chaining)
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*
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* Same as calling @ref transform() with @ref Math::Matrix3::translation().
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* @see @ref translateLocal(), @ref Math::Vector2::xAxis(),
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* @ref Math::Vector2::yAxis()
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*/
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Object<BasicMatrixTransformation2D<T>>& translate(const Math::Vector2<T>& vector) {
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return transform(Math::Matrix3<T>::translation(vector));
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}
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/**
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* @brief Translate 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. Same as calling @ref transformLocal() with
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* @ref Math::Matrix3::translation().
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*/
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Object<BasicMatrixTransformation2D<T>>& translateLocal(const Math::Vector2<T>& vector) {
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return transformLocal(Math::Matrix3<T>::translation(vector));
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}
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/**
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* @brief Rotate the object using a complex number
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* @param complex Normalized complex number
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* @return Reference to self (for method chaining)
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* @m_since{2020,06}
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*
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* Expects that the complex number is normalized.
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* @see @ref rotate(Math::Rad<T>),
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* @ref rotateLocal(const Math::Complex<T>&)
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*/
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Object<BasicMatrixTransformation2D<T>>& rotate(const Math::Complex<T>& complex);
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/**
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* @brief Rotate the object using a complex number as a local transformation
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* @m_since{2020,06}
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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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Object<BasicMatrixTransformation2D<T>>& rotateLocal(const Math::Complex<T>& complex);
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/**
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* @brief Rotate the object
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* @param angle Angle (counterclockwise)
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* @return Reference to self (for method chaining)
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*
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* Same as calling @ref transform() with @ref Math::Matrix3::rotation().
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* @see @ref rotateLocal()
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*/
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Object<BasicMatrixTransformation2D<T>>& rotate(Math::Rad<T> angle) {
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return transform(Math::Matrix3<T>::rotation(angle));
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}
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/**
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* @brief Rotate 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. Same as calling @ref transformLocal() with
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* @ref Math::Matrix3::rotation().
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*/
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Object<BasicMatrixTransformation2D<T>>& rotateLocal(Math::Rad<T> angle) {
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return transformLocal(Math::Matrix3<T>::rotation(angle));
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}
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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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* Same as calling @ref transform() with @ref Math::Matrix3::scaling().
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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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Object<BasicMatrixTransformation2D<T>>& scale(const Math::Vector2<T>& vector) {
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return transform(Math::Matrix3<T>::scaling(vector));
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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. Same as calling @ref transformLocal() with
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* @ref Math::Matrix3::scaling().
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*/
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Object<BasicMatrixTransformation2D<T>>& scaleLocal(const Math::Vector2<T>& vector) {
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return transformLocal(Math::Matrix3<T>::scaling(vector));
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}
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/**
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* @brief Reflect the object
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* @param normal Normal of the line through which to reflect
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* (normalized)
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* @return Reference to self (for method chaining)
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*
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* Same as calling @ref transform() with @ref Math::Matrix3::reflection().
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* @see @ref reflectLocal(), @ref Math::Vector2::xAxis(),
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* @ref Math::Vector2::yAxis()
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*/
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Object<BasicMatrixTransformation2D<T>>& reflect(const Math::Vector2<T>& normal) {
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return transform(Math::Matrix3<T>::reflection(normal));
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}
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/**
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* @brief Reflect 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. Same as calling @ref transformLocal() with
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* @ref Math::Matrix3::reflection().
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*/
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Object<BasicMatrixTransformation2D<T>>& reflectLocal(const Math::Vector2<T>& normal) {
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return transformLocal(Math::Matrix3<T>::reflection(normal));
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}
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protected:
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/* Allow construction only from Object */
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explicit BasicMatrixTransformation2D() = default;
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SceneGraph: work around -Wnon-virtual-dtor on GCC and Clang.
This warning isn't enabled by default by either -Wall or -Wextra, and
for a good reason. When I do that, it fires also for all uses of
Platform::Application, basically any subclass causes that warning to be
printed as well, even if given subclass is used just once, in an
anonymous namespace, and only through the MAGNUM_APPLICATION_MAIN()
macro. The only solution on Clang is to make such subclasses `final`,
but on GCC not even that helps and one is forced to really make the base
destructor virtual. Which doesn't achieve anything, only adds yet
another entry to the vtable.
So, in the SceneGraph it fixes one particular use case where the warning
was triggered, and since the fix isn't so invasive I'm fine with that.
For Platform I have no idea how an acceptable fix would look like, so I
hope nobody needs any of that anytime soon.
See also https://gcc.gnu.org/bugzilla/show_bug.cgi?id=102168, especially
the part saying "This warning should not be used.".
1 year ago
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/* To silence -Wnon-virtual-dtor */
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~BasicMatrixTransformation2D() = default;
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private:
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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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void doResetTransformation() override final { resetTransformation(); }
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void doTranslate(const Math::Vector2<T>& vector) override final { translate(vector); }
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void doTranslateLocal(const Math::Vector2<T>& vector) override final { translateLocal(vector); }
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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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void doRotate(const Math::Complex<T>& complex) override final {
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rotate(complex);
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}
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void doRotateLocal(const Math::Complex<T>& complex) override final {
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rotateLocal(complex);
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}
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void doRotate(Math::Rad<T> angle) override final { rotate(angle); }
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void doRotateLocal(Math::Rad<T> angle) override final { rotateLocal(angle); }
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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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void doScale(const Math::Vector2<T>& vector) override final { scale(vector); }
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void doScaleLocal(const Math::Vector2<T>& vector) override final { scaleLocal(vector); }
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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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Math::Matrix3<T> _transformation;
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};
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/**
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@brief Two-dimensional transformation for float scenes implemented using matrices
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@see @ref MatrixTransformation3D
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*/
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typedef BasicMatrixTransformation2D<Float> MatrixTransformation2D;
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namespace Implementation {
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template<class T> struct Transformation<BasicMatrixTransformation2D<T>> {
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constexpr static Math::Matrix3<T> fromMatrix(const Math::Matrix3<T>& matrix) {
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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.inverted();
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}
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};
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}
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#if defined(CORRADE_TARGET_WINDOWS) && !(defined(CORRADE_TARGET_MINGW) && !defined(CORRADE_TARGET_CLANG))
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extern template class MAGNUM_SCENEGRAPH_EXPORT BasicMatrixTransformation2D<Float>;
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extern template class MAGNUM_SCENEGRAPH_EXPORT Object<BasicMatrixTransformation2D<Float>>;
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#endif
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}}
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#endif
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