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doc: use explicit references everywhere.

pull/77/head
Vladimír Vondruš 12 years ago
parent
commit
daf0742c50
  1. 14
      doc/debug-tools.dox
  2. 13
      doc/method-chaining.dox
  3. 2
      doc/opengl.dox
  4. 214
      doc/transformations.dox

14
doc/debug-tools.dox

@ -44,11 +44,11 @@ information about building and usage with CMake.
shaders. They are implemented as object features, so you can attach any number
of them to any object.
Basic usage involves instancing DebugTools::ResourceManager and keeping it for
for the whole lifetime of debug renderers. Next you need some SceneGraph::DrawableGroup
instance. You can use the same group as for the rest of your scene, but
preferrably use dedicated one for debug renderers, so you can easily enable or
disable debug rendering.
Basic usage involves instancing @ref DebugTools::ResourceManager and keeping it
for the whole lifetime of debug renderers. Next you need some
@ref SceneGraph::DrawableGroup instance. You can use the same group as for the
rest of your scene, but preferrably use dedicated one for debug renderers, so
you can easily enable or disable debug rendering.
Next step is to create configuration for your debug renderers and create
particular debug renderer. The configuration is managed using the resource
@ -58,7 +58,7 @@ same options with more renderers. If no options are specified or resource with
given key doesn't exist, default fallback is used.
Example usage: visualizing object position, rotation and scaling using
DebugTools::ObjectRenderer:
@link DebugTools::ObjectRenderer @endlink:
@code
// Global instance of debug resource manager, drawable group for the renderers
DebugTools::ResourceManager manager;
@ -75,7 +75,7 @@ Object3D* object;
new DebugTools::ObjectRenderer2D(*object, "my", debugDrawables);
@endcode
See DebugTools::ObjectRenderer and DebugTools::ShapeRenderer for more
See @ref DebugTools::ObjectRenderer and @ref DebugTools::ShapeRenderer for more
information.
- Previous page: @ref shapes

13
doc/method-chaining.dox

@ -74,13 +74,14 @@ carBumpTexture.setStorage(5, TextureFormat::RGB8)
.generateMipmap();
@endcode
Method chaining is not used on non-configuring functions, such as Framebuffer::clear()
or Mesh::draw(), as these won't be commonly used in conjunction with other
functions anyway.
Method chaining is not used on non-configuring functions, such as
@ref Framebuffer::clear() or @ref Mesh::draw(), as these won't be commonly used
in conjunction with other functions anyway.
Method chaining is also used in SceneGraph and other libraries and in some cases
it allows you to just "configure and forget" without even saving the created
object to some variable, for example when adding static object to an scene:
Method chaining is also used in @ref SceneGraph and other libraries and in some
cases it allows you to just "configure and forget" without even saving the
created object to some variable, for example when adding static object to an
scene:
@code
Scene3D scene;

2
doc/opengl.dox

@ -43,7 +43,7 @@ The engine requires at least OpenGL 2.1 or OpenGL ES 2.0, but some specific
functionality has greater requirements. Following are lists of features
requiring specific OpenGL version. In most cases it is also specified which
extension is required, so if given hardware supports required extension, it
doesn't need to have required OpenGL version too (e.g. `ARB_vertex_array_object`
doesn't need to have required OpenGL version too (e.g. @extension{ARB,vertex_array_object}
is supported on older Intel GPUs even if they are capable of OpenGL 2.1 only).
- @subpage requires-gl30

214
doc/transformations.dox

@ -23,7 +23,7 @@
DEALINGS IN THE SOFTWARE.
*/
namespace Magnum { namespace Math {
namespace Magnum {
/** @page transformations 2D and 3D transformations
@brief Introduction to essential operations on vectors and points.
@ -45,47 +45,49 @@ between various representations.
@section transformations-representation Representing transformations
The first and most straightforward way to represent transformations is to use
homogeneous transformation matrix, i.e. Matrix3 for 2D and Matrix4 for 3D. The
matrices are able to represent all possible types of transformations -- rotation,
translation, scaling, reflection etc. and also projective transformation, thus
they are used at the very core of graphics pipeline and are supported natively
in OpenGL.
On the other hand, matrices need 9 or 16 floats to represent the transformation,
which has implications on both memory usage and performance (relatively slow
matrix multiplication). It is also relatively hard to extract transformation
properties (such as rotation angle/axis) from them, interpolate between them or
compute inverse transformation. They suffer badly from so-called floating-point
drift -- e.g. after a few combined rotations the transformation won't be pure
rotation anymore, but will involve also a bit of scaling, shearing and whatnot.
However, you can trade some transformation features for improved performance and
better behavior -- for just a rotation you can use Complex in 2D and Quaternion
in 3D, or DualComplex and DualQuaternion if you want also translation. It is not
possible to represent scaling, reflection or other transformations with them,
but they occupy only 2 or 4 floats (4 or 8 floats in dual versions), can be
easily inverted and interpolated and have many other awesome properties. However,
they are not magic so they also suffer slightly from floating-point drift, but
not too much and the drift can be accounted for more easily than with matrices.
homogeneous transformation matrix, i.e. @ref Matrix3 for 2D and @ref Matrix4
for 3D. The matrices are able to represent all possible types of
transformations -- rotation, translation, scaling, reflection etc. and also
projective transformation, thus they are used at the very core of graphics
pipeline and are supported natively in OpenGL.
On the other hand, matrices need 9 or 16 floats to represent the
transformation, which has implications on both memory usage and performance
(relatively slow matrix multiplication). It is also relatively hard to extract
transformation properties (such as rotation angle/axis) from them, interpolate
between them or compute inverse transformation. They suffer badly from
so-called floating-point drift -- e.g. after a few combined rotations the
transformation won't be pure rotation anymore, but will involve also a bit of
scaling, shearing and whatnot.
However, you can trade some transformation features for improved performance
and better behavior -- for just a rotation you can use @ref Complex in 2D and
@ref Quaternion in 3D, or @ref DualComplex and @ref DualQuaternion if you want
also translation. It is not possible to represent scaling, reflection or other
transformations with them, but they occupy only 2 or 4 floats (4 or 8 floats in
dual versions), can be easily inverted and interpolated and have many other
awesome properties. However, they are not magic so they also suffer slightly
from floating-point drift, but not too much and the drift can be accounted for
more easily than with matrices.
@section transformations-types Transformation types
Transformation matrices and (dual) complex numbers or quaternions have completely
different internals, but they share the same API to achieve the same things,
greatly simplifying their usage. In many cases it is even possible to hot-swap
the transformation class type without changing any function calls.
Transformation matrices and (dual) complex numbers or quaternions have
completely different internals, but they share the same API to achieve the same
things, greatly simplifying their usage. In many cases it is even possible to
hot-swap the transformation class type without changing any function calls.
@subsection transformations-default Default (identity) transformation
Default-constructed Matrix3, Matrix4, Complex, Quaternion, DualComplex and
DualQuaternion represent identity transformation, so you don't need to worry
about them in initialization.
Default-constructed @ref Matrix3, @ref Matrix4, @ref Complex, @ref Quaternion,
@ref DualComplex and @ref DualQuaternion represent identity transformation, so
you don't need to worry about them in initialization.
@subsection transformations-rotation Rotation
2D rotation is represented solely by its angle in counterclockwise direction and
rotation transformation can be created by calling Matrix3::rotation(),
Complex::rotation() or DualComplex::rotation(), for example:
2D rotation is represented solely by its angle in counterclockwise direction
and rotation transformation can be created by calling @ref Matrix3::rotation(),
@ref Complex::rotation() or @ref DualComplex::rotation(), for example:
@code
auto a = Matrix3::rotation(23.0_degf);
auto b = Complex::rotation(Rad(Constants::pi()/2));
@ -93,13 +95,13 @@ auto c = DualComplex::rotation(-1.57_radf);
@endcode
3D rotation is represented by angle and (three-dimensional) axis. The rotation
can be created by calling Matrix4::rotation(), Quaternion::rotation() or
DualQuaternion::rotation(). The axis must be always of unit length to avoid
redundant normalization. Shortcuts Vector3::xAxis(), Vector3::yAxis() and
Vector3::zAxis() are provided for convenience. %Matrix representation has also
Matrix4::rotationX(), Matrix4::rotationY() and Matrix4::rotationZ() which are
faster than using the generic function for rotation around primary axes.
Examples:
can be created by calling @ref Matrix4::rotation(), @ref Quaternion::rotation()
or @ref DualQuaternion::rotation(). The axis must be always of unit length to
avoid redundant normalization. Shortcuts @ref Vector3::xAxis(),
@ref Vector3::yAxis() and @ref Vector3::zAxis() are provided for convenience.
%Matrix representation has also @ref Matrix4::rotationX(),
@ref Matrix4::rotationY() and @ref Matrix4::rotationZ() which are faster than
using the generic function for rotation around primary axes. Examples:
@code
auto a = Quaternion::rotation(60.0_degf, Vector3::xAxis());
auto b = DualQuaternion::rotation(-1.0_degf, Vector3(1.0f, 0.5f, 3.0f).normalized());
@ -114,16 +116,17 @@ then translating back. Read below for more information.
@subsection transformations-translation Translation
2D translation is defined by two-dimensional vector and can be created with
Matrix3::translation() or DualComplex::translation(). You can use Vector2::xAxis()
or Vector2::yAxis() to translate only along given axis. Examples:
@ref Matrix3::translation() or @ref DualComplex::translation(). You can use
@ref Vector2::xAxis() or @ref Vector2::yAxis() to translate only along given
axis. Examples:
@code
auto a = Matrix3::translation(Vector2::xAxis(-5.0f));
auto b = DualComplex::translation({-1.0f, 0.5f});
@endcode
3D translation is defined by three-dimensional vector and can be created with
Matrix4::translation() or DualQuaternion::translation(). You can use
Vector3::xAxis() and friends also here. Examples:
@ref Matrix4::translation() or @ref DualQuaternion::translation(). You can use
@ref Vector3::xAxis() and friends also here. Examples:
@code
auto a = Matrix4::translation(vector);
auto b = DualQuaternion::translation(Vector3::zAxis(1.3f));
@ -132,11 +135,11 @@ auto b = DualQuaternion::translation(Vector3::zAxis(1.3f));
@subsection transformations-scaling Scaling and reflection
Scaling is defined by two- or three-dimensional vector and is represented by
matrices. You can create it with Matrix3::scaling() or Matrix4::scaling(). You
can use Vector3::xScale(), Vector3::yScale(), Vector3::zScale() or their 2D
counterparts to scale along one axis and leave the rest unchanged or call
explicit one-parameter vector constructor to scale uniformly on all axes.
Examples:
matrices. You can create it with @ref Matrix3::scaling() or @ref Matrix4::scaling().
You can use @ref Vector3::xScale(), @ref Vector3::yScale(), @ref Vector3::zScale()
or their 2D counterparts to scale along one axis and leave the rest unchanged
or call explicit one-parameter vector constructor to scale uniformly on all
axes. Examples:
@code
auto a = Matrix3::scaling(Vector2::xScale(2.0f));
auto b = Matrix4::scaling({2.0f, -2.0f, 1.5f});
@ -145,8 +148,9 @@ auto c = Matrix4::scaling(Vector3(10.0f));
Reflections are defined by normal along which to reflect (i.e., two- or
three-dimensional vector of unit length) and they are also represented by
matrices. Reflection is created with Matrix3::reflection() or Matrix4::reflection().
You can use Vector3::xAxis() and friends also here. Examples:
matrices. Reflection is created with @ref Matrix3::reflection() or
@ref Matrix4::reflection(). You can use @ref Vector3::xAxis() and friends also
here. Examples:
@code
auto a = Matrix3::reflection(Vector2::yAxis());
auto b = Matrix4::reflection(axis.normalized());
@ -161,15 +165,15 @@ operations more expensive, so it's not implemented.
@subsection transformations-projective Projective transformations
Projective transformations eploit the full potential of transformation matrices.
In 2D there is only one projection type, which can be created with Matrix3::projection()
and it is defined by area which will be projected into unit rectangle. In 3D
there is orthographic projection, created with Matrix4::orthographicProjection()
and defined by volume to project into unit cube, and perspective projection.
Perspective projection is created with Matrix4::perspectiveProjection() and is
defined either by field-of-view, aspect ratio and distance to near and far plane
of view frustum or by size of near plane, its distance and distance to far
plane. Some examples:
Projective transformations eploit the full potential of transformation
matrices. In 2D there is only one projection type, which can be created with
@ref Matrix3::projection() and it is defined by area which will be projected
into unit rectangle. In 3D there is orthographic projection, created with
@ref Matrix4::orthographicProjection() and defined by volume to project into
unit cube, and perspective projection. Perspective projection is created with
@ref Matrix4::perspectiveProjection() and is defined either by field-of-view,
aspect ratio and distance to near and far plane of view frustum or by size of
near plane, its distance and distance to far plane. Some examples:
@code
auto a = Matrix3::projection({4.0f, 3.0f});
auto b = Matrix4::orthographicProjection({4.0f, 3.0f, 100.0f});
@ -191,33 +195,34 @@ auto b = Matrix4::translation(Vector3::yAxis(5.0f))*
Matrix4::rotationY(25.0_degf);
@endcode
Inverse transformation can be computed using Matrix3::inverted(), Matrix4::inverted(),
Complex::inverted(), Quaternion::inverted(), DualComplex::inverted() or
DualQuaternion::inverted(). %Matrix inversion is quite costly, so if your
transformation involves only translation and rotation, you can use faster
alternatives Matrix3::invertedRigid() and Matrix4::invertedRigid(). If you are
sure that the (dual) complex number or (dual) quaternion is of unit length, you
can use Complex::invertedNormalized(), Quaternion::invertedNormalized(),
DualComplex::invertedNormalized() or DualQuaternion::invertedNormalized() which
is a little bit faster, because it doesn't need to renormalize the result.
Inverse transformation can be computed using @ref Matrix3::inverted(),
@ref Matrix4::inverted(), @ref Complex::inverted(), @ref Quaternion::inverted(),
@ref DualComplex::inverted() or @ref DualQuaternion::inverted(). %Matrix
inversion is quite costly, so if your transformation involves only translation
and rotation, you can use faster alternatives @ref Matrix3::invertedRigid() and
@ref Matrix4::invertedRigid(). If you are sure that the (dual) complex number
or (dual) quaternion is of unit length, you can use @ref Complex::invertedNormalized(),
@ref Quaternion::invertedNormalized(), @ref DualComplex::invertedNormalized()
or @ref DualQuaternion::invertedNormalized() which is a little bit faster,
because it doesn't need to renormalize the result.
@section transformations-transforming Transforming vectors and points
Transformations can be used directly for transforming vectors and points. %Vector
transformation does not involve translation, in 2D can be done using
Matrix3::transformVector() and Complex::transformVector(), in 3D using
Matrix4::transformVector() and Quaternion::transformVector(). For transformation
with normalized quaternion you can use faster alternative Quaternion::transformVectorNormalized().
Example:
Transformations can be used directly for transforming vectors and points.
%Vector transformation does not involve translation, in 2D can be done using
@ref Matrix3::transformVector() and @ref Complex::transformVector(), in 3D
using @ref Matrix4::transformVector() and @ref Quaternion::transformVector().
For transformation with normalized quaternion you can use faster alternative
@ref Quaternion::transformVectorNormalized(). Example:
@code
auto transformation = Matrix3::rotation(-30.0_degf)*Matrix3::scaling(Vector2(3.0f));
Vector2 transformed = transformation.transformVector({1.5f, -7.9f});
@endcode
Point transformation involves also translation, in 2D is done with
Matrix3::transformPoint() and DualComplex::transformPoint(), in 3D with
Matrix4::transformPoint() and DualQuaternion::transformPoint(). Also here you
can use faster alternative Quaternion::transformPointNormalized():
@ref Matrix3::transformPoint() and @ref DualComplex::transformPoint(), in 3D
with @ref Matrix4::transformPoint() and @ref DualQuaternion::transformPoint().
Also here you can use faster alternative @ref DualQuaternion::transformPointNormalized():
@code
auto transformation = DualQuaternion::rotation(-30.0_degf, Vector3::xAxis())*
DualQuaternion::translation(Vector3::yAxis(3.0f));
@ -239,22 +244,25 @@ Matrix3 b;
auto rotation = b.rotation();
Float xTranslation = b.translation().x();
@endcode
Extracting scaling and rotation from arbitrary transformation matrices is harder
and can be done using Algorithms::svd(). Extracting rotation angle (and axis in
3D) from rotation part is possible using by converting it to complex number or
quaternion, see below.
Extracting scaling and rotation from arbitrary transformation matrices is
harder and can be done using @ref Math::Algorithms::svd(). Extracting rotation
angle (and axis in 3D) from rotation part is possible using by converting it to
complex number or quaternion, see below.
You can also recreate transformation matrix from rotation and translation parts:
You can also recreate transformation matrix from rotation and translation
parts:
@code
Matrix3 c = Matrix3::from(rotation, {1.0f, 3.0f});
@endcode
%Complex numbers and quaternions are far better in this regard and they allow
you to extract rotation angle using Complex::angle() or Quaternion::angle() or
rotation axis in 3D using Quaternion::axis(). Their dual versions allow to
extract both rotation and translation part using DualComplex::rotation() const,
DualQuaternion::rotation() const, DualComplex::translation() const and
DualQuaternion::translation() const.
you to extract rotation angle using @ref Complex::angle() or
@ref Quaternion::angle() or rotation axis in 3D using @ref Quaternion::axis().
Their dual versions allow to extract both rotation and translation part using
@link DualComplex::rotation() const @endlink, @link DualQuaternion::rotation() const @endlink,
@link DualComplex::translation() const @endlink and
@link DualQuaternion::translation() const @endlink.
@todoc Remove workaround when Doxygen can handle const
@code
DualComplex a;
Rad rotationAngle = a.rotation().angle();
@ -264,9 +272,10 @@ Quaternion b;
Vector3 rotationAxis = b.axis();
@endcode
You can convert Complex and Quaternion to rotation matrix using Complex::toMatrix()
and Quaternion::toMatrix() or their dual version to rotation and translation
matrix using DualComplex::toMatrix() and DualQuaternion::toMatrix():
You can convert Complex and Quaternion to rotation matrix using
@ref Complex::toMatrix() and @ref Quaternion::toMatrix() or their dual version
to rotation and translation matrix using @ref DualComplex::toMatrix() and
@ref DualQuaternion::toMatrix():
@code
Quaternion a;
auto rotation = Matrix4::from(a.toMatrix(), {});
@ -276,9 +285,9 @@ Matrix3 transformation = b.toMatrix();
@endcode
Conversion the other way around is possible only from rotation matrices using
Complex::fromMatrix() or Quaternion::fromMatrix() and from rotation and
translation matrices using DualComplex::fromMatrix() and
DualQuaternion::fromMatrix():
@ref Complex::fromMatrix() or @ref Quaternion::fromMatrix() and from rotation
and translation matrices using @ref DualComplex::fromMatrix() and
@ref DualQuaternion::fromMatrix():
@code
Matrix3 rotation;
auto a = Complex::fromMatrix(rotation.rotationScaling());
@ -300,19 +309,20 @@ accumulate rounding errors and behave strangely. For transformation matrices
this can't always be fixed, because they can represent any transformation (and
thus no algorithm can't tell if the transformation is in expected form or not).
If you restrict yourselves (e.g. only uniform scaling and no skew), the matrix
can be reorthogonalized using Algorithms::gramSchmidtOrthogonalize() (or
Algorithms::gramSchmidtOrthonormalize(), if you don't have any scaling). You can
also use Algorithms::svd() to more precisely (but way more slowly) account for
the drift. Example:
can be reorthogonalized using @ref Math::Algorithms::gramSchmidtOrthogonalize()
(or @ref Math::Algorithms::gramSchmidtOrthonormalize(), if you don't have any
scaling). You can also use @ref Math::Algorithms::svd() to more precisely (but
way more slowly) account for the drift. Example:
@code
Matrix4 transformation;
Math::Algorithms::gramSchmidtOrthonormalizeInPlace(transformation);
@endcode
For quaternions and complex number this problem can be solved far more easily
using Complex::normalized(), Quaternion::normalized(), DualComplex::normalized()
and DualQuaternion::normalized(). Transformation quaternions and complex numbers
are always of unit length, thus normalizing them reduces the drift.
using @ref Complex::normalized(), @ref Quaternion::normalized(),
@ref DualComplex::normalized() and @ref DualQuaternion::normalized().
Transformation quaternions and complex numbers are always of unit length, thus
normalizing them reduces the drift.
@code
DualQuaternion transformation;
transformation = transformation.normalized();
@ -321,4 +331,4 @@ transformation = transformation.normalized();
- Previous page: @ref matrix-vector
- Next page: @ref plugins
*/
}}
}

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