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#ifndef Magnum_SceneGraph_EuclideanMatrixTransformation2D_h
#define Magnum_SceneGraph_EuclideanMatrixTransformation2D_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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<class T>
#else
template<class T = GLfloat>
#endif
class EuclideanMatrixTransformation2D: public AbstractTranslationRotation2D<T> {
public:
/** @brief Transformation matrix type */
typedef typename DimensionTraits<2, T>::MatrixType DataType;
#ifndef DOXYGEN_GENERATING_OUTPUT
inline constexpr static Math::Matrix3<T> fromMatrix(const Math::Matrix3<T>& matrix) {
return matrix;
}
inline constexpr static Math::Matrix3<T> toMatrix(const Math::Matrix3<T>& transformation) {
return transformation;
}
inline static Math::Matrix3<T> compose(const Math::Matrix3<T>& parent, const Math::Matrix3<T>& child) {
return parent*child;
}
inline static Math::Matrix3<T> inverted(const Math::Matrix3<T>& transformation) {
return transformation.invertedEuclidean();
}
inline Math::Matrix3<T> transformation() const {
return _transformation;
}
#endif
/**
* @brief Reset transformation to default
* @return Pointer to self (for method chaining)
*/
inline EuclideanMatrixTransformation2D<T>* 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<T>* normalizeRotation() {
setTransformation(Math::Matrix3<T>::from(
Math::Algorithms::gramSchmidtOrthonormalize(_transformation.rotationScaling()),
_transformation.translation()));
return this;
}
/** @copydoc AbstractTranslationRotation2D::translate() */
inline EuclideanMatrixTransformation2D<T>* translate(const Math::Vector2<T>& vector, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix3<T>::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<T>* rotate(T angle, TransformationType type = TransformationType::Global) override {
transform(Math::Matrix3<T>::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<T>* reflect(const Math::Vector2<T>& normal, TransformationType type = TransformationType::Global) {
transform(Math::Matrix3<T>::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<T>* move(Object<EuclideanMatrixTransformation2D<T>>* under) {
static_cast<Object<EuclideanMatrixTransformation2D>*>(this)->Corrade::Containers::template LinkedList<Object<EuclideanMatrixTransformation2D<T>>>::move(this, under);
return this;
}
protected:
/* Allow construction only from Object */
inline explicit EuclideanMatrixTransformation2D() = default;
private:
inline void setTransformation(const Math::Matrix3<T>& 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<Object<EuclideanMatrixTransformation2D<T>>*>(this)->isScene()) {
_transformation = transformation;
static_cast<Object<EuclideanMatrixTransformation2D<T>>*>(this)->setDirty();
}
}
inline void transform(const Math::Matrix3<T>& transformation, TransformationType type) {
setTransformation(type == TransformationType::Global ?
transformation*_transformation : _transformation*transformation);
}
Math::Matrix3<T> _transformation;
};
}}
#endif