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#ifndef Magnum_SceneGraph_TranslationRotationScalingTransformation2D_h
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#define Magnum_SceneGraph_TranslationRotationScalingTransformation2D_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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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::BasicTranslationRotationScalingTransformation2D, typedef @ref Magnum::SceneGraph::TranslationRotationScalingTransformation2D
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*/
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#include "Magnum/Math/Complex.h"
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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 translation, rotation and scaling
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Similar to @ref BasicMatrixTransformation2D, but stores translation, rotation
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and scaling separately. This makes it more suitable for e.g. animation, where
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there are usually separate animation tracks for translation, rotation and
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scaling. This separation also imposes some constraints --- for given object,
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scaling is always applied first, rotation second and translation last. In
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particular, unlike with matrix-based transformation implementation, it's not
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possible to rotate a translated object, for example --- one has to apply the
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rotation first and then translate using a rotated vector.
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@see @ref scenegraph, @ref TranslationRotationScalingTransformation2D,
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@ref BasicTranslationRotationScalingTransformation3D
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*/
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template<class T> class BasicTranslationRotationScalingTransformation2D: 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;
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/**
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* @brief Set transformation
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* @return Reference to self (for method chaining)
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*
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* Expects that the transformation doesn't contain shear or reflection.
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*/
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Object<BasicTranslationRotationScalingTransformation2D<T>>& setTransformation(const Math::Matrix3<T>& transformation);
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/** @brief Object translation */
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Math::Vector2<T> translation() const { return _translation; }
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/**
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* @brief Set translation
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* @return Reference to self (for method chaining)
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*
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* Translation is always applied last, after rotation and scaling.
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*/
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Object<BasicTranslationRotationScalingTransformation2D<T>>& setTranslation(const Math::Vector2<T>& translation);
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/** @brief Object rotation */
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Math::Complex<T> rotation() const { return _rotation; }
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/**
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* @brief Set rotation
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* @return Reference to self (for method chaining)
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*
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* Rotation is always applied after scaling and before translation.
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* Expects that the quaternion is normalized.
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*/
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Object<BasicTranslationRotationScalingTransformation2D<T>>& setRotation(const Math::Complex<T>& rotation);
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/** @brief Object scaling */
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Math::Vector2<T> scaling() const { return _scaling; }
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/**
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* @brief Set scaling
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* @return Reference to self (for method chaining)
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*
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* Scaling is always applied first, before rotation and translation.
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*/
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Object<BasicTranslationRotationScalingTransformation2D<T>>& setScaling(const Math::Vector2<T>& scaling);
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/** @copydoc AbstractTranslationRotationScaling2D::resetTransformation() */
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Object<BasicTranslationRotationScalingTransformation2D<T>>& resetTransformation() {
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return setTransformation({});
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}
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/**
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* @brief Translate object
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* @return Reference to self (for method chaining)
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*
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* Note that translation is always applied last, after rotation and
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* scaling.
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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<BasicTranslationRotationScalingTransformation2D<T>>& translate(const Math::Vector2<T>& vector) {
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return setTranslation(vector + _translation);
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}
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/**
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* @brief Translate object as a local transformation
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*
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* Equivalent to the above, as translation is commutative. Note that
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* translation is always applied last, after rotation and scaling.
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*/
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Object<BasicTranslationRotationScalingTransformation2D<T>>& translateLocal(const Math::Vector2<T>& vector) {
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return setTranslation(_translation + vector);
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}
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/**
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* @brief Rotate 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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*
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* Note that rotation is always applied after scaling and before
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* translation. 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<BasicTranslationRotationScalingTransformation2D<T>>& rotate(const Math::Complex<T>& complex) {
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return setRotation(complex*_rotation);
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}
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/**
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* @brief Rotate object using a complex number as a local transformation
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*
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* Equivalent to the above, as 2D rotation is commutative. Note that
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* rotation is always applied after scaling and before translation.
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*/
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Object<BasicTranslationRotationScalingTransformation2D<T>>& rotateLocal(const Math::Complex<T>& complex) {
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return setRotation(_rotation*complex);
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}
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/**
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* @brief Rotate object
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* @param angle Angle (counterclockwise)
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* @return Reference to self (for method chaining)
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*
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* Same as calling @ref rotate(const Math::Complex<T>&) with
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* @ref Math::Complex::rotation(). Note that rotation is always applied after
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* scaling and before translation.
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* @see @ref rotateLocal()
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*/
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Object<BasicTranslationRotationScalingTransformation2D<T>>& rotate(Math::Rad<T> angle) {
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return rotate(Math::Complex<T>::rotation(angle));
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}
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/**
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* @brief Rotate object as a local transformation
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*
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* Similar to the above, except that the rotation is applied before all
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* other rotations. Note that rotation is always applied after scaling
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* and before translation. Same as calling
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* @ref rotateLocal(const Math::Complex<T>&) with
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* @ref Math::Complex::rotation().
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*/
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Object<BasicTranslationRotationScalingTransformation2D<T>>& rotateLocal(Math::Rad<T> angle) {
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return rotateLocal(Math::Complex<T>::rotation(angle));
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}
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/**
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* @brief Scale object
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* @return Reference to self (for method chaining)
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*
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* Note that scaling is always applied first, before rotation and
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* translation.
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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<BasicTranslationRotationScalingTransformation2D<T>>& scale(const Math::Vector2<T>& vector) {
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return setScaling(vector*_scaling);
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}
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/**
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* @brief Scale object as a local transformation
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*
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* Equivalent to the above, as scaling is commutative. Note that
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* scaling is always first, before rotation and translation.
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*/
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Object<BasicTranslationRotationScalingTransformation2D<T>>& scaleLocal(const Math::Vector2<T>& vector) {
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return setScaling(_scaling*vector);
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}
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protected:
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/* Allow construction only from Object */
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explicit BasicTranslationRotationScalingTransformation2D() = default;
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private:
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void doResetTransformation() override final { resetTransformation(); }
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void doTranslate(const Math::Vector2<T>& vector) override final { translate(vector); }
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void doTranslateLocal(const Math::Vector2<T>& vector) override final { translateLocal(vector); }
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void doRotate(Math::Rad<T> angle) override final {
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rotate(angle);
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}
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void doRotateLocal(Math::Rad<T> angle) override final {
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rotateLocal(angle);
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}
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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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Math::Vector2<T> _translation;
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Math::Complex<T> _rotation;
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/* Can't {} on GCC 4.8 because it complains about the constructor being
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explicit, _scaling(T(1)) fails on the most vexing parse (what the
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... eh???) */
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Math::Vector2<T> _scaling = Math::Vector2<T>(T(1));
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};
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/**
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@brief Two-dimensional transformation for float scenes implemented using translation, rotation and scaling
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@see @ref TranslationRotationScalingTransformation3D
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*/
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typedef BasicTranslationRotationScalingTransformation2D<Float> TranslationRotationScalingTransformation2D;
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template<class T> Math::Matrix3<T> BasicTranslationRotationScalingTransformation2D<T>::transformation() const {
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return Math::Matrix3<T>::from(_rotation.toMatrix(), _translation)*
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Math::Matrix3<T>::scaling(_scaling);
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}
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template<class T> Object<BasicTranslationRotationScalingTransformation2D<T>>& BasicTranslationRotationScalingTransformation2D<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<BasicTranslationRotationScalingTransformation2D<T>>*>(this)->isScene()) {
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_translation = transformation.translation();
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_rotation = Math::Complex<T>::fromMatrix(transformation.rotationShear());
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_scaling = transformation.scaling();
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static_cast<Object<BasicTranslationRotationScalingTransformation2D<T>>*>(this)->setDirty();
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}
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return static_cast<Object<BasicTranslationRotationScalingTransformation2D<T>>&>(*this);
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}
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template<class T> Object<BasicTranslationRotationScalingTransformation2D<T>>& BasicTranslationRotationScalingTransformation2D<T>::setTranslation(const Math::Vector2<T>& translation) {
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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<BasicTranslationRotationScalingTransformation2D<T>>*>(this)->isScene()) {
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_translation = translation;
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static_cast<Object<BasicTranslationRotationScalingTransformation2D<T>>*>(this)->setDirty();
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}
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return static_cast<Object<BasicTranslationRotationScalingTransformation2D<T>>&>(*this);
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}
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template<class T> Object<BasicTranslationRotationScalingTransformation2D<T>>& BasicTranslationRotationScalingTransformation2D<T>::setRotation(const Math::Complex<T>& rotation) {
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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<BasicTranslationRotationScalingTransformation2D<T>>*>(this)->isScene()) {
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_rotation = rotation;
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static_cast<Object<BasicTranslationRotationScalingTransformation2D<T>>*>(this)->setDirty();
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}
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return static_cast<Object<BasicTranslationRotationScalingTransformation2D<T>>&>(*this);
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}
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template<class T> Object<BasicTranslationRotationScalingTransformation2D<T>>& BasicTranslationRotationScalingTransformation2D<T>::setScaling(const Math::Vector2<T>& scaling) {
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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<BasicTranslationRotationScalingTransformation2D<T>>*>(this)->isScene()) {
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_scaling = scaling;
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static_cast<Object<BasicTranslationRotationScalingTransformation2D<T>>*>(this)->setDirty();
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}
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return static_cast<Object<BasicTranslationRotationScalingTransformation2D<T>>&>(*this);
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}
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namespace Implementation {
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template<class T> struct Transformation<BasicTranslationRotationScalingTransformation2D<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(__MINGW32__)
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extern template class MAGNUM_SCENEGRAPH_EXPORT Object<BasicTranslationRotationScalingTransformation2D<Float>>;
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#endif
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}}
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#endif
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