#ifndef Magnum_SceneGraph_EuclideanMatrixTransformation3D_h #define Magnum_SceneGraph_EuclideanMatrixTransformation3D_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::EuclideanMatrixTransformation3D */ #include "Math/Matrix4.h" #include "Math/Algorithms/GramSchmidt.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 #else template #endif class EuclideanMatrixTransformation3D: public AbstractTranslationRotation3D { public: /** @brief Transformation matrix type */ typedef typename DimensionTraits<3, T>::MatrixType DataType; #ifndef DOXYGEN_GENERATING_OUTPUT inline constexpr static Math::Matrix4 fromMatrix(const Math::Matrix4& matrix) { return matrix; } inline constexpr static Math::Matrix4 toMatrix(const Math::Matrix4& transformation) { return transformation; } inline static Math::Matrix4 compose(const Math::Matrix4& parent, const Math::Matrix4& child) { return parent*child; } inline static Math::Matrix4 inverted(const Math::Matrix4& transformation) { return transformation.invertedEuclidean(); } inline Math::Matrix4 transformation() const { return _transformation; } #endif /** * @brief Reset transformation to default * @return Pointer to self (for method chaining) */ inline EuclideanMatrixTransformation3D* 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. */ EuclideanMatrixTransformation3D* normalizeRotation() { setTransformation(Math::Matrix4::from( Math::Algorithms::gramSchmidtOrthonormalize(_transformation.rotationScaling()), _transformation.translation())); return this; } /** @copydoc AbstractTranslationRotation3D::translate() */ inline EuclideanMatrixTransformation3D* translate(const Math::Vector3& vector, TransformationType type = TransformationType::Global) override { transform(Math::Matrix4::translation(vector), type); return this; } /** * @brief Rotate object * @param angle Angle in radians, counterclockwise * @param normalizedAxis Normalized rotation axis * @param type Transformation type * @return Pointer to self (for method chaining) * * @see deg(), rad(), Vector3::xAxis(), Vector3::yAxis(), * Vector3::zAxis(), normalizeRotation() */ inline EuclideanMatrixTransformation3D* rotate(T angle, const Math::Vector3& normalizedAxis, TransformationType type = TransformationType::Global) override { transform(Math::Matrix4::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(), normalizeRotation() */ inline EuclideanMatrixTransformation3D* rotateX(T angle, TransformationType type = TransformationType::Global) override { transform(Math::Matrix4::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(), normalizeRotation() */ inline EuclideanMatrixTransformation3D* rotateY(T angle, TransformationType type = TransformationType::Global) override { transform(Math::Matrix4::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(), normalizeRotation() */ inline EuclideanMatrixTransformation3D* rotateZ(T angle, TransformationType type = TransformationType::Global) override { transform(Math::Matrix4::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* reflect(const Math::Vector3& normal, TransformationType type = TransformationType::Global) { transform(Math::Matrix4::reflection(normal), type); return this; } protected: /* Allow construction only from Object */ inline explicit EuclideanMatrixTransformation3D() = default; private: inline void setTransformation(const Math::Matrix4& 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::Matrix4& transformation, TransformationType type) { setTransformation(type == TransformationType::Global ? transformation*_transformation : _transformation*transformation); } Math::Matrix4 _transformation; }; }} #endif