#ifndef Magnum_SceneGraph_RigidMatrixTransformation2D_h #define Magnum_SceneGraph_RigidMatrixTransformation2D_h /* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022, 2023, 2024 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::BasicRigidMatrixTransformation2D, typedef @ref Magnum::SceneGraph::RigidMatrixTransformation2D */ #include "Magnum/Math/Matrix3.h" #include "Magnum/Math/Algorithms/GramSchmidt.h" #include "Magnum/SceneGraph/AbstractTranslationRotation2D.h" #include "Magnum/SceneGraph/Object.h" namespace Magnum { namespace SceneGraph { /** @brief Two-dimensional rigid transformation implemented using matrices Unlike @ref BasicMatrixTransformation2D this class allows only rotation, reflection and translation (no scaling or setting arbitrary transformations). This allows to use @ref Math::Matrix3::invertedRigid() for faster computation of inverse transformations. @see @ref scenegraph, @ref RigidMatrixTransformation2D, @ref BasicRigidMatrixTransformation3D */ template class BasicRigidMatrixTransformation2D: public AbstractBasicTranslationRotation2D { public: /** @brief Underlying transformation type */ typedef Math::Matrix3 DataType; /** @brief Object transformation */ Math::Matrix3 transformation() const { return _transformation; } /** * @brief Set transformation * @return Reference to self (for method chaining) * * Expects that the matrix represents rigid transformation. * @see @ref Math::Matrix3::isRigidTransformation() */ Object>& setTransformation(const Math::Matrix3& transformation) { CORRADE_ASSERT(transformation.isRigidTransformation(), "SceneGraph::RigidMatrixTransformation2D::setTransformation(): the matrix doesn't represent rigid transformation", static_cast>&>(*this)); return setTransformationInternal(transformation); } /** @copydoc AbstractTranslationRotationScaling2D::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::Matrix3::from( Math::Algorithms::gramSchmidtOrthonormalize(_transformation.rotationScaling()), _transformation.translation())); } /** * @brief Transform the object * @return Reference to self (for method chaining) * * Expects that the matrix represents rigid transformation. * @see @ref transformLocal(), @ref Math::Matrix3::isRigidTransformation() */ Object>& transform(const Math::Matrix3& transformation) { CORRADE_ASSERT(transformation.isRigidTransformation(), "SceneGraph::RigidMatrixTransformation2D::transform(): the matrix doesn't represent rigid transformation", static_cast>&>(*this)); return transformInternal(transformation); } /** * @brief Transform the object as a local transformation * * Similar to the above, except that the transformation is applied * before all others. */ Object>& transformLocal(const Math::Matrix3& transformation) { CORRADE_ASSERT(transformation.isRigidTransformation(), "SceneGraph::RigidMatrixTransformation2D::transformLocal(): the matrix doesn't represent rigid transformation", static_cast>&>(*this)); return transformLocalInternal(transformation); } /** * @brief Translate the object * @return Reference to self (for method chaining) * * Same as calling @ref transform() with @ref Math::Matrix3::translation(). * @see @ref translateLocal(), @ref Math::Vector2::xAxis(), * @ref Math::Vector2::yAxis() */ Object>& translate(const Math::Vector2& vector) { return transformInternal(Math::Matrix3::translation(vector)); } /** * @brief Translate the object as a local transformation * * Similar to the above, except that the transformation is applied * before all others. Same as calling @ref transformLocal() with * @ref Math::Matrix3::translation(). */ Object>& translateLocal(const Math::Vector2& vector) { return transformLocalInternal(Math::Matrix3::translation(vector)); } /** * @brief Rotate the object using a complex number * @param complex Normalized complex number * @return Reference to self (for method chaining) * @m_since{2020,06} * * Expects that the complex number is normalized. * @see @ref rotate(Math::Rad), * @ref rotateLocal(const Math::Complex&) */ Object>& rotate(const Math::Complex& complex); /** * @brief Rotate the object using a complex number as a local transformation * @m_since{2020,06} * * Similar to the above, except that the transformation is applied * before all others. */ Object>& rotateLocal(const Math::Complex& complex); /** * @brief Rotate the object * @param angle Angle (counterclockwise) * @return Reference to self (for method chaining) * * Same as calling @ref transform() with @ref Math::Matrix3::rotation(). * @see @ref rotateLocal(), @ref normalizeRotation() */ Object>& rotate(Math::Rad angle) { return transformInternal(Math::Matrix3::rotation(angle)); } /** * @brief Rotate the object as a local transformation * * Similar to the above, except that the transformation is applied * before all others. Same as calling @ref transformLocal() with * @ref Math::Matrix3::rotation(). * @see @ref normalizeRotation() */ Object>& rotateLocal(Math::Rad angle) { return transformLocalInternal(Math::Matrix3::rotation(angle)); } /** * @brief Reflect the object * @param normal Normal of the line through which to reflect * (normalized) * @return Reference to self (for method chaining) * * Same as calling @ref transform() with @ref Math::Matrix3::reflection(). * @see @ref reflectLocal() */ Object>& reflect(const Math::Vector2& normal) { return transformInternal(Math::Matrix3::reflection(normal)); } /** * @brief Reflect the object as a local transformation * * Similar to the above, except that the transformation is applied * before all others. Same as calling @ref transformLocal() with * @ref Math::Matrix3::reflection(). */ Object>& reflectLocal(const Math::Vector2& normal) { return transformLocalInternal(Math::Matrix3::reflection(normal)); } protected: /* Allow construction only from Object */ explicit BasicRigidMatrixTransformation2D() = default; private: void doResetTransformation() override final { resetTransformation(); } void doTranslate(const Math::Vector2& vector) override final { translate(vector); } void doTranslateLocal(const Math::Vector2& vector) override final { translateLocal(vector); } void doRotate(const Math::Complex& complex) override final { rotate(complex); } void doRotateLocal(const Math::Complex& complex) override final { rotateLocal(complex); } void doRotate(Math::Rad angle) override final { rotate(angle); } void doRotateLocal(Math::Rad angle) override final { rotateLocal(angle); } /* No assertions fired, for internal use */ Object>& setTransformationInternal(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(); } return static_cast>&>(*this); } /* No assertions fired, for internal use */ Object>& transformInternal(const Math::Matrix3& transformation) { return setTransformationInternal(transformation*_transformation); } Object>& transformLocalInternal(const Math::Matrix3& transformation) { return setTransformationInternal(_transformation*transformation); } Math::Matrix3 _transformation; }; /** @brief Two-dimensional rigid transformation for float scenes implemented using matrices @see @ref RigidMatrixTransformation3D */ typedef BasicRigidMatrixTransformation2D RigidMatrixTransformation2D; namespace Implementation { template struct Transformation> { static Math::Matrix3 fromMatrix(const Math::Matrix3& matrix) { CORRADE_ASSERT(matrix.isRigidTransformation(), "SceneGraph::RigidMatrixTransformation2D: the matrix doesn't represent rigid transformation", {}); return matrix; } constexpr static Math::Matrix3 toMatrix(const Math::Matrix3& transformation) { return transformation; } static Math::Matrix3 compose(const Math::Matrix3& parent, const Math::Matrix3& child) { return parent*child; } static Math::Matrix3 inverted(const Math::Matrix3& transformation) { return transformation.invertedRigid(); } }; } #if defined(CORRADE_TARGET_WINDOWS) && !(defined(CORRADE_TARGET_MINGW) && !defined(CORRADE_TARGET_CLANG)) extern template class MAGNUM_SCENEGRAPH_EXPORT BasicRigidMatrixTransformation2D; extern template class MAGNUM_SCENEGRAPH_EXPORT Object>; #endif }} #endif