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@ -1,5 +1,5 @@
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#ifndef Magnum_SceneGraph_EuclideanMatrixTransformation3D_h |
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#define Magnum_SceneGraph_EuclideanMatrixTransformation3D_h |
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#ifndef Magnum_SceneGraph_RigidMatrixTransformation3D_h |
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#define Magnum_SceneGraph_RigidMatrixTransformation3D_h |
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/*
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This file is part of Magnum. |
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@ -25,7 +25,7 @@
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*/ |
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/** @file
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* @brief Class Magnum::SceneGraph::EuclideanMatrixTransformation3D |
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* @brief Class Magnum::SceneGraph::RigidMatrixTransformation3D |
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*/ |
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#include "Math/Matrix4.h" |
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@ -36,20 +36,19 @@
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namespace Magnum { namespace SceneGraph { |
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/**
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@brief Three-dimensional euclidean transformation implemented using matrices |
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@brief Three-dimensional rigid transformation implemented using matrices |
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Unlike MatrixTransformation3D this class allows only rotation, reflection and |
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translation (no scaling or setting arbitrary transformations). This allows to |
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use Matrix4::invertedEuclidean() for faster computation of inverse |
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transformations. |
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@see @ref scenegraph, EuclideanMatrixTransformation2D |
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use Matrix4::invertedRigid() for faster computation of inverse transformations. |
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@see @ref scenegraph, RigidMatrixTransformation2D |
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*/ |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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template<class T> |
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#else |
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template<class T = Float> |
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#endif |
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class EuclideanMatrixTransformation3D: public AbstractTranslationRotation3D<T> { |
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class RigidMatrixTransformation3D: public AbstractTranslationRotation3D<T> { |
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public: |
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/** @brief Transformation matrix type */ |
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typedef typename DimensionTraits<3, T>::MatrixType DataType; |
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@ -80,7 +79,7 @@ class EuclideanMatrixTransformation3D: public AbstractTranslationRotation3D<T> {
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* @brief Reset transformation to default |
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* @return Pointer to self (for method chaining) |
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*/ |
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inline EuclideanMatrixTransformation3D<T>* resetTransformation() { |
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inline RigidMatrixTransformation3D<T>* resetTransformation() { |
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setTransformation({}); |
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return this; |
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} |
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@ -92,7 +91,7 @@ class EuclideanMatrixTransformation3D: public AbstractTranslationRotation3D<T> {
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* Normalizes the rotation part using Math::Algorithms::gramSchmidt() |
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* to prevent rounding errors when rotating the object subsequently. |
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*/ |
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EuclideanMatrixTransformation3D<T>* normalizeRotation() { |
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RigidMatrixTransformation3D<T>* normalizeRotation() { |
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setTransformation(Math::Matrix4<T>::from( |
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Math::Algorithms::gramSchmidtOrthonormalize(_transformation.rotationScaling()), |
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_transformation.translation())); |
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@ -108,7 +107,7 @@ class EuclideanMatrixTransformation3D: public AbstractTranslationRotation3D<T> {
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* @see Vector3::xAxis(), Vector3::yAxis(), Vector3::zAxis(), |
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* Matrix4::translation() |
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*/ |
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inline EuclideanMatrixTransformation3D<T>* translate(const Math::Vector3<T>& vector, TransformationType type = TransformationType::Global) override { |
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inline RigidMatrixTransformation3D<T>* translate(const Math::Vector3<T>& vector, TransformationType type = TransformationType::Global) override { |
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transform(Math::Matrix4<T>::translation(vector), type); |
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return this; |
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} |
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@ -124,7 +123,7 @@ class EuclideanMatrixTransformation3D: public AbstractTranslationRotation3D<T> {
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* Vector3::yAxis(), Vector3::zAxis(), normalizeRotation(), |
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* Matrix4::rotation() |
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*/ |
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inline EuclideanMatrixTransformation3D<T>* rotate(Math::Rad<T> angle, const Math::Vector3<T>& normalizedAxis, TransformationType type = TransformationType::Global) override { |
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inline RigidMatrixTransformation3D<T>* rotate(Math::Rad<T> angle, const Math::Vector3<T>& normalizedAxis, TransformationType type = TransformationType::Global) override { |
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transform(Math::Matrix4<T>::rotation(angle, normalizedAxis), type); |
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return this; |
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} |
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@ -137,7 +136,7 @@ class EuclideanMatrixTransformation3D: public AbstractTranslationRotation3D<T> {
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* |
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* @see normalizeRotation(), Matrix4::rotationX() |
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*/ |
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inline EuclideanMatrixTransformation3D<T>* rotateX(Math::Rad<T> angle, TransformationType type = TransformationType::Global) override { |
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inline RigidMatrixTransformation3D<T>* rotateX(Math::Rad<T> angle, TransformationType type = TransformationType::Global) override { |
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transform(Math::Matrix4<T>::rotationX(angle), type); |
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return this; |
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} |
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@ -150,7 +149,7 @@ class EuclideanMatrixTransformation3D: public AbstractTranslationRotation3D<T> {
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* |
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* @see normalizeRotation(), Matrix4::rotationY() |
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*/ |
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inline EuclideanMatrixTransformation3D<T>* rotateY(Math::Rad<T> angle, TransformationType type = TransformationType::Global) override { |
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inline RigidMatrixTransformation3D<T>* rotateY(Math::Rad<T> angle, TransformationType type = TransformationType::Global) override { |
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transform(Math::Matrix4<T>::rotationY(angle), type); |
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return this; |
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} |
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@ -163,7 +162,7 @@ class EuclideanMatrixTransformation3D: public AbstractTranslationRotation3D<T> {
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* |
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* @see normalizeRotation(), Matrix4::rotationZ() |
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*/ |
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inline EuclideanMatrixTransformation3D<T>* rotateZ(Math::Rad<T> angle, TransformationType type = TransformationType::Global) override { |
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inline RigidMatrixTransformation3D<T>* rotateZ(Math::Rad<T> angle, TransformationType type = TransformationType::Global) override { |
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transform(Math::Matrix4<T>::rotationZ(angle), type); |
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return this; |
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} |
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@ -177,23 +176,23 @@ class EuclideanMatrixTransformation3D: public AbstractTranslationRotation3D<T> {
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* |
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* @see Matrix4::reflection() |
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*/ |
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inline EuclideanMatrixTransformation3D<T>* reflect(const Math::Vector3<T>& normal, TransformationType type = TransformationType::Global) { |
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inline RigidMatrixTransformation3D<T>* reflect(const Math::Vector3<T>& normal, TransformationType type = TransformationType::Global) { |
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transform(Math::Matrix4<T>::reflection(normal), type); |
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return this; |
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} |
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protected: |
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/* Allow construction only from Object */ |
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inline explicit EuclideanMatrixTransformation3D() = default; |
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inline explicit RigidMatrixTransformation3D() = default; |
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private: |
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inline void setTransformation(const Math::Matrix4<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<EuclideanMatrixTransformation3D<T>>*>(this)->isScene()) { |
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if(!static_cast<Object<RigidMatrixTransformation3D<T>>*>(this)->isScene()) { |
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_transformation = transformation; |
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static_cast<Object<EuclideanMatrixTransformation3D<T>>*>(this)->setDirty(); |
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static_cast<Object<RigidMatrixTransformation3D<T>>*>(this)->setDirty(); |
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} |
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} |
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