#ifndef Magnum_SceneGraph_EuclideanMatrixTransformation2D_h #define Magnum_SceneGraph_EuclideanMatrixTransformation2D_h /* Copyright © 2010, 2011, 2012 Vladimír Vondruš 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 "Math/Algorithms/GramSchmidt.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 #else template #endif class EuclideanMatrixTransformation2D: public AbstractTranslationRotation2D { public: /** @brief Transformation matrix type */ typedef typename DimensionTraits<2, T>::MatrixType DataType; #ifndef DOXYGEN_GENERATING_OUTPUT inline constexpr static Math::Matrix3 fromMatrix(const Math::Matrix3& matrix) { return matrix; } inline constexpr static Math::Matrix3 toMatrix(const Math::Matrix3& transformation) { return transformation; } inline static Math::Matrix3 compose(const Math::Matrix3& parent, const Math::Matrix3& child) { return parent*child; } inline static Math::Matrix3 inverted(const Math::Matrix3& transformation) { return transformation.invertedEuclidean(); } inline Math::Matrix3 transformation() const { return _transformation; } #endif /** * @brief Reset transformation to default * @return Pointer to self (for method chaining) */ inline EuclideanMatrixTransformation2D* resetTransformation() { setTransformation({}); return this; } /** * @brief Normalize rotation part * @return Pointer to self (for method chaining) * * Normalizes the rotation part using Math::Algorithms::gramSchmidt() * to prevent rounding errors when rotating the object subsequently. */ EuclideanMatrixTransformation2D* normalizeRotation() { setTransformation(Math::Matrix3::from( Math::Algorithms::gramSchmidt(_transformation.rotationScaling()), _transformation.translation())); return this; } /** @copydoc AbstractTranslationRotation2D::translate() */ inline EuclideanMatrixTransformation2D* translate(const Math::Vector2& vector, TransformationType type = TransformationType::Global) override { transform(Math::Matrix3::translation(vector), type); return this; } /** * @brief Rotate object * @param angle Angle in radians, counterclockwise * @param type Transformation type * @return Pointer to self (for method chaining) * * @see deg(), rad(), normalizeRotation() */ inline EuclideanMatrixTransformation2D* rotate(T angle, TransformationType type = TransformationType::Global) override { transform(Math::Matrix3::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* reflect(const Math::Vector2& normal, TransformationType type = TransformationType::Global) { transform(Math::Matrix3::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* move(Object>* under) { static_cast*>(this)->Corrade::Containers::LinkedList>>::move(this, under); return this; } protected: /* Allow construction only from Object */ inline explicit EuclideanMatrixTransformation2D() = default; private: inline void setTransformation(const Math::Matrix3& 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>*>(this)->isScene()) { _transformation = transformation; static_cast>*>(this)->setDirty(); } } inline void transform(const Math::Matrix3& transformation, TransformationType type) { setTransformation(type == TransformationType::Global ? transformation*_transformation : _transformation*transformation); } Math::Matrix3 _transformation; }; }} #endif