#ifndef Magnum_SceneGraph_MatrixTransformation3D_h #define Magnum_SceneGraph_MatrixTransformation3D_h /* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013 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 Magnum::SceneGraph::BasicMatrixTransformation3D, typedef Magnum::SceneGraph::MatrixTransformation3D */ #include "Math/Matrix4.h" #include "AbstractTranslationRotationScaling3D.h" #include "Object.h" namespace Magnum { namespace SceneGraph { /** @brief Three-dimensional transformation implemented using matrices Uses Math::Matrix4 as underlying type. @see @ref MatrixTransformation3D, @ref scenegraph, @ref BasicRigidMatrixTransformation3D, @ref BasicMatrixTransformation2D */ template class BasicMatrixTransformation3D: public AbstractBasicTranslationRotationScaling3D { 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) */ Object>& 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(); } return static_cast>&>(*this); } /** @copydoc AbstractTranslationRotationScaling3D::resetTransformation() */ Object>& resetTransformation() { return setTransformation({}); } /** * @brief Multiply transformation * @param transformation Transformation * @param type Transformation type * @return Reference to self (for method chaining) */ Object>& transform(const Math::Matrix4& transformation, TransformationType type = TransformationType::Global) { return setTransformation(type == TransformationType::Global ? transformation*_transformation : _transformation*transformation); } /** * @copydoc AbstractTranslationRotationScaling3D::translate() * Same as calling transform() with Matrix4::translation(). */ Object>& translate(const Math::Vector3& vector, TransformationType type = TransformationType::Global) { return transform(Math::Matrix4::translation(vector), type); } /** * @copydoc AbstractTranslationRotationScaling3D::rotate() * Same as calling transform() with Matrix4::rotation(). */ Object>& rotate(Math::Rad angle, const Math::Vector3& normalizedAxis, TransformationType type = TransformationType::Global) { return transform(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 transform() with Matrix4::rotationX(). */ Object>& rotateX(Math::Rad angle, TransformationType type = TransformationType::Global) { return transform(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 transform() with Matrix4::rotationY(). */ Object>& rotateY(Math::Rad angle, TransformationType type = TransformationType::Global) { return transform(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 transform() with Matrix4::rotationZ(). */ Object>& rotateZ(Math::Rad angle, TransformationType type = TransformationType::Global) { return transform(Math::Matrix4::rotationZ(angle), type); } /** * @copydoc AbstractTranslationRotationScaling3D::scale() * Same as calling transform() with Matrix4::scaling(). */ Object>& scale(const Math::Vector3& vector, TransformationType type = TransformationType::Global) { return transform(Math::Matrix4::scaling(vector), 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 transform() with Matrix4::reflection(). */ Object>& reflect(const Math::Vector3& normal, TransformationType type = TransformationType::Global) { return transform(Math::Matrix4::reflection(normal), type); } protected: /* Allow construction only from Object */ explicit BasicMatrixTransformation3D() = 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); } void doScale(const Math::Vector3& vector, TransformationType type) override final { scale(vector, type); } Math::Matrix4 _transformation; }; /** @brief Three-dimensional transformation for float scenes implemented using matrices @see @ref MatrixTransformation2D */ typedef BasicMatrixTransformation3D MatrixTransformation3D; namespace Implementation { template struct Transformation> { constexpr static Math::Matrix4 fromMatrix(const Math::Matrix4& matrix) { 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.inverted(); } }; } #ifdef _WIN32 extern template class MAGNUM_SCENEGRAPH_EXPORT Object>; #endif }} #endif