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291 lines
13 KiB
291 lines
13 KiB
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13 years ago
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namespace Magnum { namespace Math {
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/** @page transformations 2D and 3D transformations
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@brief Introduction to essential operations on vectors and points.
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@tableofcontents
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Transformations are essential operations involved in scene management -- object
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relations, hierarchies, animations etc. %Magnum provides classes for
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transformations in both 2D and 3D. Each class is suited for different purposes,
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but their usage is nearly the same to make your life simpler. This page will
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explain the basic operation and differences between various representations.
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@section transformations-representation Representing transformations
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The first and most straightforward way to represent transformations is to use
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homogeneous transformation matrix, i.e. Matrix3 for 2D and Matrix4 for 3D. The
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matrices are able to represent all possible types of transformations -- rotation,
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translation, scaling, reflection etc. and also projective transformation, thus
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they are used at the very core of graphics pipeline and are supported natively
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in OpenGL.
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On the other hand, matrices need 9 or 16 floats to represent the transformation,
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which has implications on both memory usage and performance (relatively slow
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matrix multiplication). It is also relatively hard to extract transformation
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properties (such as rotation angle/axis) from them, interpolate between them or
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compute inverse transformation. They suffer badly from so-called floating-point
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drift -- e.g. after a few combined rotations the transformation won't be pure
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rotation anymore, but will involve also a bit of scaling, shearing and whatnot.
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However, you can trade some transformation features for improved performance and
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better behavior -- for just a rotation you can use Complex in 2D and Quaternion
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in 3D, or DualComplex and DualQuaternion if you want also translation. It is not
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possible to represent scaling, reflection or other transformations with them,
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but they occupy only 2 or 4 floats (4 or 8 floats in dual versions), can be
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easily inverted and interpolated and have many other awesome properties. However,
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they are not magic so they also suffer slightly from floating-point drift, but
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not too much and the drift can be accounted for more easily than with matrices.
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@section transformations-types Transformation types
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Transformation matrices and (dual) complex numbers or quaternions have completely
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different internals, but they share the same API to achieve the same things,
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greatly simplifying their usage. In many cases it is even possible to hot-swap
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the transformation class type without changing any function calls.
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@subsection transformations-default Default (identity) transformation
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Default-constructed Matrix3, Matrix4, Complex, Quaternion, DualComplex and
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DualQuaternion represent identity transformation, so you don't need to worry
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about them in initialization.
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@subsection transformations-rotation Rotation
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2D rotation is represented solely by its angle in counterclockwise direction and
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rotation transformation can be created by calling Matrix3::rotation(),
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Complex::rotation() or DualComplex::rotation(), for example:
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@code
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auto a = Matrix3::rotation(23.0_degf);
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auto b = Complex::rotation(Rad(Constants::pi()/2));
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auto c = DualComplex::rotation(-1.57_radf);
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@endcode
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3D rotation is represented by angle and (three-dimensional) axis. The rotation
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can be created by calling Matrix4::rotation(), Quaternion::rotation() or
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DualQuaternion::rotation(). The axis must be always of unit length to avoid
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redundant normalization. Shortcuts Vector3::xAxis(), Vector3::yAxis() and
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Vector3::zAxis() are provided for convenience. %Matrix representation has also
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Matrix4::rotationX(), Matrix4::rotationY() and Matrix4::rotationZ() which are
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faster than using the generic function for rotation around primary axes.
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Examples:
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@code
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auto a = Quaternion::rotation(60.0_degf, Vector3::xAxis());
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auto b = DualQuaternion::rotation(-1.0_degf, Vector3(1.0f, 0.5f, 3.0f).normalized());
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auto c = Matrix4::rotationZ(angle);
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@endcode
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Rotations are always around origin. Rotation about arbitrary point can be done
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by applying translation to have the point at origin, performing the rotation and
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then translating back. Read below for more information.
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@todo DualQuaternion and rotation around arbitrary axis
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@subsection transformations-translation Translation
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2D translation is defined by two-dimensional vector and can be created with
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Matrix3::translation() or DualComplex::translation(). You can use Vector2::xAxis()
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or Vector2::yAxis() to translate only along given axis. Examples:
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@code
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auto a = Matrix3::translation(Vector2::xAxis(-5.0f));
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auto b = DualComplex::translation({-1.0f, 0.5f});
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@endcode
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3D translation is defined by three-dimensional vector and can be created with
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Matrix4::translation() or DualQuaternion::translation(). You can use
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Vector3::xAxis() and friends also here. Examples:
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@code
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auto a = Matrix4::translation(vector);
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auto b = DualQuaternion::translation(Vector3::zAxis(1.3f));
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@endcode
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@subsection transformations-scaling Scaling and reflection
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Scaling is defined by two- or three-dimensional vector and is represented by
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matrices. You can create it with Matrix3::scaling() or Matrix4::scaling(). You
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can use Vector3::xScale(), Vector3::yScale(), Vector3::zScale() or their 2D
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counterparts to scale along one axis and leave the rest unchanged or call
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explicit one-parameter vector constructor to scale uniformly on all axes.
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Examples:
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@code
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auto a = Matrix3::scaling(Vector2::xScale(2.0f));
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auto b = Matrix4::scaling({2.0f, -2.0f, 1.5f});
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auto c = Matrix4::scaling(Vector3(10.0f));
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@endcode
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Reflections are defined by normal along which to reflect (i.e., two- or
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three-dimensional vector of unit length) and they are also represented by
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matrices. Reflection is created with Matrix3::reflection() or Matrix4::reflection().
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You can use Vector3::xAxis() and friends also here. Examples:
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@code
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auto a = Matrix3::reflection(Vector2::yAxis());
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auto b = Matrix4::reflection(axis.normalized());
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@endcode
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Scaling and reflection is also done relative to origin, you can use method
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mentioned above to scale or reflect around arbitrary point.
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Sscaling and reflection can be (to some extent) also represented by complex
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numbers and quaternions, but it has some bad properties and would make some
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operations more expensive, so it's not implemented.
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@subsection transformations-projective Projective transformations
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Projective transformations eploit the full potential of transformation matrices.
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In 2D there is only one projection type, which can be created with Matrix3::projection()
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and it is defined by area which will be projected into unit rectangle. In 3D
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there is orthographic projection, created with Matrix4::orthographicProjection()
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and defined by volume to project into unit cube, and perspective projection.
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Perspective projection is created with Matrix4::perspectiveProjection() and is
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defined either by field-of-view, aspect ratio and distance to near and far plane
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of view frustum or by size of near plane, its distance and distance to far
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plane. Some examples:
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@code
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auto a = Matrix3::projection({4.0f, 3.0f});
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auto b = Matrix4::orthographicProjection({4.0f, 3.0f, 100.0f});
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auto c = Matrix4::perspectiveProjection(35.0_degf, 1.333f, 0.001f, 100.0f);
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@endcode
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@section transformations-composing Composing and inverting transformations
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Transformations (of the same representation) can be composed simply by
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multiplying them, it works the same for matrices, complex numbers, quaternions
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and their dual counterparts. Order of multiplication matters -- the
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transformation on the right-hand side of multiplication is applied first, the
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transformation on the left-hand side is applied second. For example, rotation
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followed by translation is done like this:
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@code
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auto a = DualComplex::translation(Vector2::yAxis(2.0f))*
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DualComplex::rotation(25.0_degf);
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auto b = Matrix4::translation(Vector3::yAxis(5.0f))*
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Matrix4::rotationY(25.0_degf);
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@endcode
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Inverse transformation can be computed using Matrix3::inverted(), Matrix4::inverted(),
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Complex::inverted(), Quaternion::inverted(), DualComplex::inverted() or
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DualQuaternion::inverted(). %Matrix inversion is quite costly, so if your
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transformation involves only translation and rotation, you can use faster
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alternatives Matrix3::invertedEuclidean() and Matrix4::invertedEuclidean(). If
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you are sure that the (dual) complex number or (dual) quaternion is of unit
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length, you can use Complex::invertedNormalized(), Quaternion::invertedNormalized(),
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DualComplex::invertedNormalized() or DualQuaternion::invertedNormalized() which
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is a little bit faster, because it doesn't need to renormalize the result.
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@section transformations-transforming Transforming vectors and points
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Transformations can be used directly for transforming vectors and points. %Vector
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transformation does not involve translation, in 2D can be done using
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Matrix3::transformVector() and Complex::transformVector(), in 3D using
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Matrix4::transformVector() and Quaternion::transformVector(). For transformation
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with normalized quaternion you can use faster alternative Quaternion::transformVectorNormalized().
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Example:
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@code
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auto transformation = Matrix3::rotation(-30.0_degf)*Matrix3::scaling(Vector2(3.0f));
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Vector2 transformed = transformation.transformVector({1.5f, -7.9f});
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@endcode
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Point transformation involves also translation, in 2D is done with
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Matrix3::transformPoint() and DualComplex::transformPoint(), in 3D with
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Matrix4::transformPoint() and DualQuaternion::transformPoint(). Also here you
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can use faster alternative Quaternion::transformPointNormalized():
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@code
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auto transformation = DualQuaternion::rotation(-30.0_degf, Vector3::xAxis())*
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DualQuaternion::translation(Vector3::yAxis(3.0f));
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Vector3 transformed = transformation.transformPointNormalized({1.5f, 3.0f, -7.9f});
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@endcode
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@section transformations-properties Transformation properties and conversion
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It is possible to extract some transformation properties from transformation
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matrices, particularly translation vector, rotation/scaling part of the matrix
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(or pure rotation if the matrix has uniform scaling) and also base vectors:
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@code
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Matrix4 a;
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auto rotationScaling = transformation.rotationScaling();
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Vector3 up = transformation.up();
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Vector3 right = transformation.right();
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Matrix3 b;
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auto rotation = b.rotation();
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Float xTranslation = b.translation().x();
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@endcode
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Extracting scaling and rotation from arbitrary transformation matrices is harder
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and can be done using Algorithms::svd(). Extracting rotation angle (and axis in
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3D) from rotation part is possible using by converting it to complex number or
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quaternion, see below.
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You can also recreate transformation matrix from rotation and translation parts:
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@code
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Matrix3 c = Matrix3::from(rotation, {1.0f, 3.0f});
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@endcode
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%Complex numbers and quaternions are far better in this regard and they allow
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you to extract rotation angle using Complex::rotationAngle(), Quaternion::rotationAngle(),
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DualComplex::rotationAngle() or DualQuaternion::rotationAngle(), and rotation
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axis in 3D using Quaternion::rotationAxis() or DualQuaternion::rotationAxis().
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It is also possible to extract translation from their dual versions using
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DualComplex::translation() const and DualQuaternion::translation() const.
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@code
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DualComplex a;
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Rad rotation = a.rotationAngle();
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Vector2 translation = a.translation();
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Quaternion b;
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Vector3 rotationAxis = b.rotationAxis();
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@endcode
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You can convert Complex and Quaternion to rotation matrix using Complex::toMatrix()
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and Quaternion::toMatrix() or their dual version to rotation and translation
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matrix using DualComplex::toMatrix() and DualQuaternion::toMatrix():
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@code
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Quaternion a;
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auto rotation = Matrix4::from(a.toMatrix(), {});
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DualComplex b;
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Matrix3 transformation = b.toMatrix();
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@endcode
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Conversion the other way around is possible only from rotation matrices using
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Complex::fromMatrix() or Quaternion::fromMatrix() and from rotation and
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translation matrices using DualComplex::fromMatrix() and
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DualQuaternion::fromMatrix():
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@code
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Matrix3 rotation;
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auto a = Complex::fromMatrix(rotation.rotationScaling());
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Matrix4 transformation;
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auto b = DualQuaternion::fromMatrix(transformation);
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@endcode
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@section transformations-interpolation Transformation interpolation
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@todoc Write this when interpolation is done also for (dual) complex numbers and
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dual quaternions
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@section transformations-normalization Normalizing transformations
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When doing multiplicative transformations, e.g. adding rotating to an
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transformation many times during an animation, the resulting transformation will
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accumulate rounding errors and behave strangely. For transformation matrices
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this can't always be fixed, because they can represent any transformation (and
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thus no algorithm can't tell if the transformation is in expected form or not).
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If you restrict yourselves (e.g. only uniform scaling and no skew), the matrix
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can be reorthogonalized using Algorithms::gramSchmidtOrthogonalize() (or
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Algorithms::gramSchmidtOrthonormalize(), if you don't have any scaling). You can
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also use Algorithms::svd() to more precisely (but way more slowly) account for
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the drift. Example:
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@code
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Matrix4 transformation;
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Math::Algorithms::gramSchmidtOrthonormalizeInPlace(transformation);
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@endcode
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For quaternions and complex number this problem can be solved far more easily
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using Complex::normalized(), Quaternion::normalized(), DualComplex::normalized()
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and DualQuaternion::normalized(). Transformation quaternions and complex numbers
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are always of unit length, thus normalizing them reduces the drift.
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@code
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DualQuaternion transformation;
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transformation = transformation.normalized();
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@endcode
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*/
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}}
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