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SceneGraph: euclidean transformation using matrices.

Allows for faster computation of inverted transformations.
pull/7/head
Vladimír Vondruš 14 years ago
parent
commit
2734fde593
  1. 6
      src/SceneGraph/CMakeLists.txt
  2. 26
      src/SceneGraph/EuclideanMatrixTransformation2D.cpp
  3. 138
      src/SceneGraph/EuclideanMatrixTransformation2D.h
  4. 26
      src/SceneGraph/EuclideanMatrixTransformation3D.cpp
  5. 168
      src/SceneGraph/EuclideanMatrixTransformation3D.h
  6. 2
      src/SceneGraph/MatrixTransformation2D.h
  7. 2
      src/SceneGraph/MatrixTransformation3D.h
  8. 2
      src/SceneGraph/Object.h
  9. 3
      src/SceneGraph/SceneGraph.h

6
src/SceneGraph/CMakeLists.txt

@ -1,6 +1,8 @@
set(MagnumSceneGraph_SRCS
Animable.cpp
Camera.cpp)
Camera.cpp
EuclideanMatrixTransformation2D.cpp
EuclideanMatrixTransformation3D.cpp)
set(MagnumSceneGraph_HEADERS
AbstractCamera.h
AbstractCamera.hpp
@ -20,6 +22,8 @@ set(MagnumSceneGraph_HEADERS
Camera3D.h
Camera3D.hpp
Drawable.h
EuclideanMatrixTransformation2D.h
EuclideanMatrixTransformation3D.h
FeatureGroup.h
MatrixTransformation2D.h
MatrixTransformation3D.h

26
src/SceneGraph/EuclideanMatrixTransformation2D.cpp

@ -0,0 +1,26 @@
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
#include "EuclideanMatrixTransformation2D.h"
#include "Object.hpp"
namespace Magnum { namespace SceneGraph {
#ifndef DOXYGEN_GENERATING_OUTPUT
template class MAGNUM_SCENEGRAPH_EXPORT Object<EuclideanMatrixTransformation2D<>>;
#endif
}}

138
src/SceneGraph/EuclideanMatrixTransformation2D.h

@ -0,0 +1,138 @@
#ifndef Magnum_SceneGraph_EuclideanMatrixTransformation2D_h
#define Magnum_SceneGraph_EuclideanMatrixTransformation2D_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::SceneGraph::EuclideanMatrixTransformation2D
*/
#include "Math/Matrix3.h"
#include "AbstractTranslationRotation2D.h"
#include "Object.h"
namespace Magnum { namespace SceneGraph {
/**
@brief Two-dimensional euclidean transformation implemented using matrices
Unlike MatrixTransformation2D this class allows only rotation, reflection and
translation (no scaling or setting arbitrary transformations). This allows to
use Matrix3::invertedEuclidean() for faster computation of inverse
transformations.
@see @ref scenegraph, EuclideanMatrixTransformation3D
*/
#ifndef DOXYGEN_GENERATING_OUTPUT
template<class T>
#else
template<class T = GLfloat>
#endif
class EuclideanMatrixTransformation2D: public AbstractTranslationRotation2D<T> {
public:
/** @brief Transformation matrix type */
typedef typename DimensionTraits<2, T>::MatrixType DataType;
#ifndef DOXYGEN_GENERATING_OUTPUT
inline constexpr static Math::Matrix3<T> fromMatrix(const Math::Matrix3<T>& matrix) {
return matrix;
}
inline constexpr static Math::Matrix3<T> toMatrix(const Math::Matrix3<T>& transformation) {
return transformation;
}
inline static Math::Matrix3<T> compose(const Math::Matrix3<T>& parent, const Math::Matrix3<T>& child) {
return parent*child;
}
inline static Math::Matrix3<T> inverted(const Math::Matrix3<T>& transformation) {
return transformation.invertedEuclidean();
}
inline Math::Matrix3<T> transformation() const {
return _transformation;
}
#endif
/**
* @brief Reset transformation to default
* @return Pointer to self (for method chaining)
*/
inline EuclideanMatrixTransformation2D<T>* resetTransformation() {
setTransformation({});
return this;
}
/** @copydoc AbstractTranslationRotation2D::translate() */
inline EuclideanMatrixTransformation2D<T>* translate(const Math::Vector2<T>& vector, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix3<T>::translation(vector), type);
return this;
}
/** @copydoc AbstractTranslationRotation2D::rotate() */
inline EuclideanMatrixTransformation2D<T>* rotate(T angle, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix3<T>::rotation(angle), type);
return this;
}
/**
* @brief Reflect object
* @param normal Normal of the line through which to reflect
* (normalized)
* @param type Transformation type
* @return Pointer to self (for method chaining)
*/
inline EuclideanMatrixTransformation2D<T>* reflect(const Math::Vector2<T>& normal, TransformationType type = TransformationType::Global) {
transform(Math::Matrix3<T>::reflection(normal), type);
return this;
}
/**
* @brief Move object in stacking order
* @param under Sibling object under which to move or `nullptr`,
* if you want to move it above all.
* @return Pointer to self (for method chaining)
*/
inline EuclideanMatrixTransformation2D<T>* move(Object<EuclideanMatrixTransformation2D<T>>* under) {
static_cast<Object<EuclideanMatrixTransformation2D>*>(this)->Corrade::Containers::LinkedList<Object<EuclideanMatrixTransformation2D<T>>>::move(this, under);
return this;
}
protected:
/* Allow construction only from Object */
inline explicit EuclideanMatrixTransformation2D() = default;
private:
inline void setTransformation(const Math::Matrix3<T>& transformation) {
/* Setting transformation is forbidden for the scene */
/** @todo Assert for this? */
/** @todo Do this in some common code so we don't need to include Object? */
if(!static_cast<Object<EuclideanMatrixTransformation2D<T>>*>(this)->isScene()) {
_transformation = transformation;
static_cast<Object<EuclideanMatrixTransformation2D<T>>*>(this)->setDirty();
}
}
inline void transform(const Math::Matrix3<T>& transformation, TransformationType type) {
setTransformation(type == TransformationType::Global ?
transformation*_transformation : _transformation*transformation);
}
Math::Matrix3<T> _transformation;
};
}}
#endif

26
src/SceneGraph/EuclideanMatrixTransformation3D.cpp

@ -0,0 +1,26 @@
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
#include "EuclideanMatrixTransformation3D.h"
#include "Object.hpp"
namespace Magnum { namespace SceneGraph {
#ifndef DOXYGEN_GENERATING_OUTPUT
template class MAGNUM_SCENEGRAPH_EXPORT Object<EuclideanMatrixTransformation3D<>>;
#endif
}}

168
src/SceneGraph/EuclideanMatrixTransformation3D.h

@ -0,0 +1,168 @@
#ifndef Magnum_SceneGraph_EuclideanMatrixTransformation3D_h
#define Magnum_SceneGraph_EuclideanMatrixTransformation3D_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::SceneGraph::EuclideanMatrixTransformation3D
*/
#include "Math/Matrix4.h"
#include "AbstractTranslationRotation3D.h"
#include "Object.h"
namespace Magnum { namespace SceneGraph {
/**
@brief Three-dimensional euclidean transformation implemented using matrices
Unlike MatrixTransformation3D this class allows only rotation, reflection and
translation (no scaling or setting arbitrary transformations). This allows to
use Matrix4::invertedEuclidean() for faster computation of inverse
transformations.
@see @ref scenegraph, EuclideanMatrixTransformation2D
*/
#ifndef DOXYGEN_GENERATING_OUTPUT
template<class T>
#else
template<class T = GLfloat>
#endif
class EuclideanMatrixTransformation3D: public AbstractTranslationRotation3D<T> {
public:
/** @brief Transformation matrix type */
typedef typename DimensionTraits<3, T>::MatrixType DataType;
#ifndef DOXYGEN_GENERATING_OUTPUT
inline constexpr static Math::Matrix4<T> fromMatrix(const Math::Matrix4<T>& matrix) {
return matrix;
}
inline constexpr static Math::Matrix4<T> toMatrix(const Math::Matrix4<T>& transformation) {
return transformation;
}
inline static Math::Matrix4<T> compose(const Math::Matrix4<T>& parent, const Math::Matrix4<T>& child) {
return parent*child;
}
inline static Math::Matrix4<T> inverted(const Math::Matrix4<T>& transformation) {
return transformation.invertedEuclidean();
}
inline Math::Matrix4<T> transformation() const {
return _transformation;
}
#endif
/**
* @brief Reset transformation to default
* @return Pointer to self (for method chaining)
*/
inline EuclideanMatrixTransformation3D<T>* resetTransformation() {
setTransformation({});
return this;
}
/** @copydoc AbstractTranslationRotation3D::translate() */
inline EuclideanMatrixTransformation3D<T>* translate(const Math::Vector3<T>& vector, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix4<T>::translation(vector), type);
return this;
}
/** @copydoc AbstractTranslationRotation3D::rotate() */
inline EuclideanMatrixTransformation3D<T>* rotate(T angle, const Math::Vector3<T>& normalizedAxis, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix4<T>::rotation(angle, normalizedAxis), type);
return this;
}
/**
* @brief Rotate object around X axis
* @param angle Angle in radians, counterclockwise
* @param type Transformation type
* @return Pointer to self (for method chaining)
*
* @see deg(), rad()
*/
inline EuclideanMatrixTransformation3D<T>* rotateX(T angle, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix4<T>::rotationX(angle), type);
return this;
}
/**
* @brief Rotate object around Y axis
* @param angle Angle in radians, counterclockwise
* @param type Transformation type
* @return Pointer to self (for method chaining)
*
* @see deg(), rad()
*/
inline EuclideanMatrixTransformation3D<T>* rotateY(T angle, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix4<T>::rotationY(angle), type);
return this;
}
/**
* @brief Rotate object around Z axis
* @param angle Angle in radians, counterclockwise
* @param type Transformation type
* @return Pointer to self (for method chaining)
*
* @see deg(), rad()
*/
inline EuclideanMatrixTransformation3D<T>* rotateZ(T angle, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix4<T>::rotationZ(angle), type);
return this;
}
/**
* @brief Reflect object
* @param normal Normal of the plane through which to reflect
* (normalized)
* @param type Transformation type
* @return Pointer to self (for method chaining)
*
* Same as calling transform() with Matrix4::reflection().
*/
inline EuclideanMatrixTransformation3D<T>* reflect(const Math::Vector3<T>& normal, TransformationType type = TransformationType::Global) {
transform(Math::Matrix4<T>::reflection(normal), type);
return this;
}
protected:
/* Allow construction only from Object */
inline explicit EuclideanMatrixTransformation3D() = default;
private:
inline void setTransformation(const Math::Matrix4<T>& transformation) {
/* Setting transformation is forbidden for the scene */
/** @todo Assert for this? */
/** @todo Do this in some common code so we don't need to include Object? */
if(!static_cast<Object<EuclideanMatrixTransformation3D<T>>*>(this)->isScene()) {
_transformation = transformation;
static_cast<Object<EuclideanMatrixTransformation3D<T>>*>(this)->setDirty();
}
}
inline void transform(const Math::Matrix4<T>& transformation, TransformationType type) {
setTransformation(type == TransformationType::Global ?
transformation*_transformation : _transformation*transformation);
}
Math::Matrix4<T> _transformation;
};
}}
#endif

2
src/SceneGraph/MatrixTransformation2D.h

@ -29,7 +29,7 @@ namespace Magnum { namespace SceneGraph {
@brief Two-dimensional transformation implemented using matrices
Uses Math::Matrix3 as underlying type.
@see @ref scenegraph, MatrixTransformation3D
@see @ref scenegraph, EuclideanMatrixTransformation2D, MatrixTransformation3D
*/
#ifndef DOXYGEN_GENERATING_OUTPUT
template<class T>

2
src/SceneGraph/MatrixTransformation3D.h

@ -29,7 +29,7 @@ namespace Magnum { namespace SceneGraph {
@brief Three-dimensional transformation implemented using matrices
Uses Math::Matrix4 as underlying type.
@see @ref scenegraph, MatrixTransformation2D
@see @ref scenegraph, EuclideanMatrixTransformation3D, MatrixTransformation2D
*/
#ifndef DOXYGEN_GENERATING_OUTPUT
template<class T>

2
src/SceneGraph/Object.h

@ -73,6 +73,8 @@ avoid linker errors. See @ref compilation-speedup-hpp for more information.
- @ref MatrixTransformation2D "Object<MatrixTransformation2D<GLfloat>>"
- @ref MatrixTransformation3D "Object<MatrixTransformation3D<GLfloat>>"
- @ref EuclideanMatrixTransformation2D "Object<EuclideanMatrixTransformation2D<GLfloat>>"
- @ref EuclideanMatrixTransformation3D "Object<EuclideanMatrixTransformation3D<GLfloat>>"
@see Scene, AbstractFeature, AbstractTransformation
*/

3
src/SceneGraph/SceneGraph.h

@ -89,6 +89,9 @@ template<class T = GLfloat> using Drawable2D = Drawable<2, T>;
template<class T = GLfloat> using Drawable3D = Drawable<3, T>;
#endif
template<class T = GLfloat> class EuclideanMatrixTransformation2D;
template<class T = GLfloat> class EuclideanMatrixTransformation3D;
template<std::uint8_t dimensions, class Feature, class T = GLfloat> class FeatureGroup;
#ifndef CORRADE_GCC46_COMPATIBILITY
template<class Feature, class T = GLfloat> using FeatureGroup2D = FeatureGroup<2, Feature, T>;

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