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#ifndef Magnum_SceneGraph_DualQuaternionTransformation_h
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#define Magnum_SceneGraph_DualQuaternionTransformation_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 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 Magnum::SceneGraph::BasicDualQuaternionTransformation, typedef Magnum::SceneGraph::DualQuaternionTransformation
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*/
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#include "Math/DualQuaternion.h"
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#include "AbstractTranslationRotation3D.h"
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#include "Object.h"
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namespace Magnum { namespace SceneGraph {
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/**
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@brief Three-dimensional transformation implemented using dual quaternions
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This class allows only rigid transformation (i.e. only rotation and
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translation).
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@see @ref DualQuaternionTransformation @ref scenegraph, Math::DualQuaternion, @ref BasicDualComplexTransformation
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*/
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template<class T> class BasicDualQuaternionTransformation: public AbstractBasicTranslationRotation3D<T> {
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public:
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/** @brief Underlying transformation type */
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typedef Math::DualQuaternion<T> DataType;
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/** @brief Object transformation */
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Math::DualQuaternion<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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* Expects that the dual quaternion is normalized.
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* @see DualQuaternion::isNormalized()
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*/
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Object<BasicDualQuaternionTransformation<T>>& setTransformation(const Math::DualQuaternion<T>& transformation) {
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CORRADE_ASSERT(transformation.isNormalized(),
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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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"SceneGraph::DualQuaternionTransformation::setTransformation(): the dual quaternion is not normalized",
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static_cast<Object<BasicDualQuaternionTransformation<T>>&>(*this));
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return setTransformationInternal(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 AbstractTranslationRotationScaling3D::resetTransformation() */
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Object<BasicDualQuaternionTransformation<T>>& resetTransformation() {
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return setTransformationInternal({});
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}
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/**
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* @brief Normalize rotation part
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* @return Reference to self (for method chaining)
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*
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* Normalizes the rotation part to prevent rounding errors when rotating
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* the object subsequently.
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* @see DualQuaternion::normalized()
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*/
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Object<BasicDualQuaternionTransformation<T>>& normalizeRotation() {
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return setTransformationInternal(_transformation.normalized());
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}
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/**
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* @brief Multiply transformation
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* @param transformation Transformation
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* @param type Transformation type
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* @return Reference to self (for method chaining)
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*
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* Expects that the dual quaternion is normalized.
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* @see DualQuaternion::isNormalized()
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*/
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Object<BasicDualQuaternionTransformation<T>>& transform(const Math::DualQuaternion<T>& transformation, TransformationType type = TransformationType::Global) {
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CORRADE_ASSERT(transformation.isNormalized(),
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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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"SceneGraph::DualQuaternionTransformation::transform(): the dual quaternion is not normalized",
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static_cast<Object<BasicDualQuaternionTransformation<T>>&>(*this));
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return transformInternal(transformation, type);
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}
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/**
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* @copydoc AbstractTranslationRotationScaling3D::translate()
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* Same as calling transform() with DualQuaternion::translation().
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*/
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Object<BasicDualQuaternionTransformation<T>>& translate(const Math::Vector3<T>& vector, TransformationType type = TransformationType::Global) {
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return transformInternal(Math::DualQuaternion<T>::translation(vector), type);
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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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* @param normalizedAxis Normalized rotation axis
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* @param type Transformation type
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* @return Reference to self (for method chaining)
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*
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* Same as calling transform() with DualQuaternion::rotation().
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* @see Vector3::xAxis(), Vector3::yAxis(), Vector3::zAxis(),
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* normalizeRotation()
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*/
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Object<BasicDualQuaternionTransformation<T>>& rotate(Math::Rad<T> angle, const Math::Vector3<T>& normalizedAxis, TransformationType type = TransformationType::Global) {
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return transformInternal(Math::DualQuaternion<T>::rotation(angle, normalizedAxis), type);
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}
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/* Overloads to remove WTF-factor from method chaining order */
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#ifndef DOXYGEN_GENERATING_OUTPUT
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Object<BasicDualQuaternionTransformation<T>>& rotateX(Math::Rad<T> angle, TransformationType type = TransformationType::Global) {
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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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return rotate(angle, Math::Vector3<T>::xAxis(), type);
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}
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Object<BasicDualQuaternionTransformation<T>>& rotateY(Math::Rad<T> angle, TransformationType type = TransformationType::Global) {
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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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return rotate(angle, Math::Vector3<T>::yAxis(), type);
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}
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Object<BasicDualQuaternionTransformation<T>>& rotateZ(Math::Rad<T> angle, TransformationType type = TransformationType::Global) {
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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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return rotate(angle, Math::Vector3<T>::zAxis(), type);
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}
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#endif
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protected:
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/* Allow construction only from Object */
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explicit BasicDualQuaternionTransformation();
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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::Vector3<T>& vector, TransformationType type) override final {
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translate(vector, type);
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}
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void doRotate(Math::Rad<T> angle, const Math::Vector3<T>& normalizedAxis, TransformationType type) override final {
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rotate(angle, normalizedAxis, type);
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}
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/* No assertions fired, for internal use */
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Object<BasicDualQuaternionTransformation<T>>& setTransformationInternal(const Math::DualQuaternion<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<BasicDualQuaternionTransformation<T>>*>(this)->isScene()) {
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_transformation = transformation;
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static_cast<Object<BasicDualQuaternionTransformation<T>>*>(this)->setDirty();
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}
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return static_cast<Object<BasicDualQuaternionTransformation<T>>&>(*this);
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}
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/* No assertions fired, for internal use */
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Object<BasicDualQuaternionTransformation<T>>& transformInternal(const Math::DualQuaternion<T>& transformation, TransformationType type) {
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return setTransformationInternal(type == TransformationType::Global ?
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transformation*_transformation : _transformation*transformation);
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}
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Math::DualQuaternion<T> _transformation;
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};
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template<class T> inline BasicDualQuaternionTransformation<T>::BasicDualQuaternionTransformation() = default;
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/**
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@brief Three-dimensional transformation for float scenes implemented using dual quaternions
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@see @ref DualComplexTransformation
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*/
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typedef BasicDualQuaternionTransformation<Float> DualQuaternionTransformation;
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namespace Implementation {
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template<class T> struct Transformation<BasicDualQuaternionTransformation<T>> {
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static Math::DualQuaternion<T> fromMatrix(const Math::Matrix4<T>& matrix) {
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CORRADE_ASSERT(matrix.isRigidTransformation(),
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"SceneGraph::DualQuaternionTransformation: the matrix doesn't represent rigid transformation", {});
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return Math::DualQuaternion<T>::fromMatrix(matrix);
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}
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constexpr static Math::Matrix4<T> toMatrix(const Math::DualQuaternion<T>& transformation) {
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return transformation.toMatrix();
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}
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static Math::DualQuaternion<T> compose(const Math::DualQuaternion<T>& parent, const Math::DualQuaternion<T>& child) {
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return parent*child;
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}
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static Math::DualQuaternion<T> inverted(const Math::DualQuaternion<T>& transformation) {
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return transformation.invertedNormalized();
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}
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};
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}
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}}
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#endif
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