#ifndef Magnum_SceneGraph_RigidMatrixTransformation3D_h #define Magnum_SceneGraph_RigidMatrixTransformation3D_h /* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** @file * @brief Class @ref Magnum::SceneGraph::BasicRigidMatrixTransformation3D, typedef @ref Magnum::SceneGraph::RigidMatrixTransformation3D */ #include "Magnum/Math/Matrix4.h" #include "Magnum/Math/Algorithms/GramSchmidt.h" #include "Magnum/SceneGraph/AbstractTranslationRotation3D.h" #include "Magnum/SceneGraph/Object.h" namespace Magnum { namespace SceneGraph { /** @brief Three-dimensional rigid transformation implemented using matrices Unlike @ref BasicMatrixTransformation3D this class allows only rotation, reflection and translation (no scaling or setting arbitrary transformations). This allows to use @ref Math::Matrix4::invertedRigid() for faster computation of inverse transformations. @see @ref RigidMatrixTransformation3D, @ref scenegraph, @ref BasicRigidMatrixTransformation2D */ template class BasicRigidMatrixTransformation3D: public AbstractBasicTranslationRotation3D { public: /** @brief Underlying transformation type */ typedef Math::Matrix4 DataType; /** @brief %Object transformation */ Math::Matrix4 transformation() const { return _transformation; } /** * @brief Set transformation * @return Reference to self (for method chaining) * * Expects that the matrix represents rigid transformation. * @see @ref Matrix4::isRigidTransformation() */ Object>& setTransformation(const Math::Matrix4& transformation) { CORRADE_ASSERT(transformation.isRigidTransformation(), "SceneGraph::RigidMatrixTransformation3D::setTransformation(): the matrix doesn't represent rigid transformation", static_cast>&>(*this)); return setTransformationInternal(transformation); } /** @copydoc AbstractTranslationRotationScaling3D::resetTransformation() */ Object>& resetTransformation() { return setTransformationInternal({}); } /** * @brief Normalize rotation part * @return Reference to self (for method chaining) * * Normalizes the rotation part using @ref Math::Algorithms::gramSchmidtOrthonormalize() * to prevent rounding errors when rotating the object subsequently. */ Object>& normalizeRotation() { return setTransformationInternal(Math::Matrix4::from( Math::Algorithms::gramSchmidtOrthonormalize(_transformation.rotationScaling()), _transformation.translation())); } /** * @brief Multiply transformation * @param transformation Transformation * @param type Transformation type * @return Reference to self (for method chaining) * * Expects that the matrix represents rigid transformation. * @see @ref Math::Matrix4::isRigidTransformation() */ Object>& transform(const Math::Matrix4& transformation, TransformationType type = TransformationType::Global) { CORRADE_ASSERT(transformation.isRigidTransformation(), "SceneGraph::RigidMatrixTransformation3D::transform(): the matrix doesn't represent rigid transformation", static_cast>&>(*this)); return transformInternal(transformation, type); } /** * @copydoc AbstractTranslationRotationScaling3D::translate() * Same as calling @ref transform() with @ref Math::Matrix4::translation(). */ Object>& translate(const Math::Vector3& vector, TransformationType type = TransformationType::Global) { return transformInternal(Math::Matrix4::translation(vector), type); } /** * @brief Rotate object * @param angle Angle (counterclockwise) * @param normalizedAxis Normalized rotation axis * @param type Transformation type * @return Reference to self (for method chaining) * * Same as calling @ref transform() with @ref Math::Matrix4::rotation(). * @see @ref rotateX(), @ref rotateY(), @ref rotateZ(), * @ref normalizeRotation(), @ref Math::Vector3::xAxis(), * @ref Math::Vector3::yAxis(), @ref Math::Vector3::zAxis() */ Object>& rotate(Math::Rad angle, const Math::Vector3& normalizedAxis, TransformationType type = TransformationType::Global) { return transformInternal(Math::Matrix4::rotation(angle, normalizedAxis), type); } /** * @brief Rotate object around X axis * @param angle Angle (counterclockwise) * @param type Transformation type * @return Reference to self (for method chaining) * * Same as calling @ref transform() with * @ref Math::Matrix4::rotationX(). * @see @ref normalizeRotation() */ Object>& rotateX(Math::Rad angle, TransformationType type = TransformationType::Global) { return transformInternal(Math::Matrix4::rotationX(angle), type); } /** * @brief Rotate object around Y axis * @param angle Angle (counterclockwise) * @param type Transformation type * @return Reference to self (for method chaining) * * Same as calling @ref transform() with * @ref Math::Matrix4::rotationY(). * @see @ref normalizeRotation() */ Object>& rotateY(Math::Rad angle, TransformationType type = TransformationType::Global) { return transformInternal(Math::Matrix4::rotationY(angle), type); } /** * @brief Rotate object around Z axis * @param angle Angle (counterclockwise) * @param type Transformation type * @return Reference to self (for method chaining) * * Same as calling @ref transform() with * @ref Math::Matrix4::rotationZ(). * @see @ref normalizeRotation() */ Object>& rotateZ(Math::Rad angle, TransformationType type = TransformationType::Global) { return transformInternal(Math::Matrix4::rotationZ(angle), type); } /** * @brief Reflect object * @param normal Normal of the plane through which to reflect * (normalized) * @param type Transformation type * @return Reference to self (for method chaining) * * Same as calling @ref transform() with * @ref Math::Matrix4::reflection(). */ Object>& reflect(const Math::Vector3& normal, TransformationType type = TransformationType::Global) { return transformInternal(Math::Matrix4::reflection(normal), type); } protected: /* Allow construction only from Object */ explicit BasicRigidMatrixTransformation3D() = default; private: void doResetTransformation() override final { resetTransformation(); } void doTranslate(const Math::Vector3& vector, TransformationType type) override final { translate(vector, type); } void doRotate(Math::Rad angle, const Math::Vector3& normalizedAxis, TransformationType type) override final { rotate(angle, normalizedAxis, type); } void doRotateX(Math::Rad angle, TransformationType type) override final { rotateX(angle, type); } void doRotateY(Math::Rad angle, TransformationType type) override final { rotateY(angle, type); } void doRotateZ(Math::Rad angle, TransformationType type) override final { rotateZ(angle, type); } /* No assertions fired, for internal use */ Object>& setTransformationInternal(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(); } return static_cast>&>(*this); } /* No assertions fired, for internal use */ Object>& transformInternal(const Math::Matrix4& transformation, TransformationType type) { return setTransformationInternal(type == TransformationType::Global ? transformation*_transformation : _transformation*transformation); } Math::Matrix4 _transformation; }; /** @brief Three-dimensional rigid transformation for float scenes implemented using matrices @see @ref RigidMatrixTransformation2D */ typedef BasicRigidMatrixTransformation3D RigidMatrixTransformation3D; namespace Implementation { template struct Transformation> { static Math::Matrix4 fromMatrix(const Math::Matrix4& matrix) { CORRADE_ASSERT(matrix.isRigidTransformation(), "SceneGraph::RigidMatrixTransformation3D: the matrix doesn't represent rigid transformation", {}); return matrix; } constexpr static Math::Matrix4 toMatrix(const Math::Matrix4& transformation) { return transformation; } static Math::Matrix4 compose(const Math::Matrix4& parent, const Math::Matrix4& child) { return parent*child; } static Math::Matrix4 inverted(const Math::Matrix4& transformation) { return transformation.invertedRigid(); } }; } #ifdef CORRADE_TARGET_WINDOWS extern template class MAGNUM_SCENEGRAPH_EXPORT Object>; #endif }} #endif