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201 lines
7.7 KiB
201 lines
7.7 KiB
#ifndef Magnum_SceneGraph_EuclideanMatrixTransformation3D_h |
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#define Magnum_SceneGraph_EuclideanMatrixTransformation3D_h |
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/* |
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
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This file is part of Magnum. |
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Magnum is free software: you can redistribute it and/or modify |
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it under the terms of the GNU Lesser General Public License version 3 |
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only, as published by the Free Software Foundation. |
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Magnum is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License version 3 for more details. |
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*/ |
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/** @file |
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* @brief Class Magnum::SceneGraph::EuclideanMatrixTransformation3D |
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*/ |
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#include "Math/Matrix4.h" |
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#include "Math/Algorithms/GramSchmidt.h" |
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#include "AbstractTranslationRotation3D.h" |
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#include "Object.h" |
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namespace Magnum { namespace SceneGraph { |
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/** |
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@brief Three-dimensional euclidean transformation implemented using matrices |
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Unlike MatrixTransformation3D this class allows only rotation, reflection and |
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translation (no scaling or setting arbitrary transformations). This allows to |
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use Matrix4::invertedEuclidean() for faster computation of inverse |
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transformations. |
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@see @ref scenegraph, EuclideanMatrixTransformation2D |
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*/ |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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template<class T> |
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#else |
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template<class T = GLfloat> |
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#endif |
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class EuclideanMatrixTransformation3D: public AbstractTranslationRotation3D<T> { |
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public: |
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/** @brief Transformation matrix type */ |
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typedef typename DimensionTraits<3, T>::MatrixType DataType; |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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inline constexpr static Math::Matrix4<T> fromMatrix(const Math::Matrix4<T>& matrix) { |
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return matrix; |
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} |
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inline constexpr static Math::Matrix4<T> toMatrix(const Math::Matrix4<T>& transformation) { |
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return transformation; |
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} |
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inline static Math::Matrix4<T> compose(const Math::Matrix4<T>& parent, const Math::Matrix4<T>& child) { |
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return parent*child; |
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} |
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inline static Math::Matrix4<T> inverted(const Math::Matrix4<T>& transformation) { |
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return transformation.invertedEuclidean(); |
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} |
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inline Math::Matrix4<T> transformation() const { |
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return _transformation; |
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} |
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#endif |
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/** |
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* @brief Reset transformation to default |
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* @return Pointer to self (for method chaining) |
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*/ |
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inline EuclideanMatrixTransformation3D<T>* resetTransformation() { |
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setTransformation({}); |
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return this; |
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} |
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/** |
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* @brief Normalize rotation part |
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* @return Pointer to self (for method chaining) |
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* |
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* Normalizes the rotation part using Math::Algorithms::gramSchmidt() |
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* to prevent rounding errors when rotating the object subsequently. |
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*/ |
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EuclideanMatrixTransformation3D<T>* normalizeRotation() { |
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setTransformation(Math::Matrix4<T>::from( |
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Math::Algorithms::gramSchmidtOrthonormalize(_transformation.rotationScaling()), |
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_transformation.translation())); |
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return this; |
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} |
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/** |
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* @brief Translate object |
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* @param vector Translation vector |
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* @param type Transformation type |
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* @return Pointer to self (for method chaining) |
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* |
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* @see Vector3::xAxis(), Vector3::yAxis(), Vector3::zAxis(), |
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* Matrix4::translation() |
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*/ |
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inline EuclideanMatrixTransformation3D<T>* translate(const Math::Vector3<T>& vector, TransformationType type = TransformationType::Global) override { |
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transform(Math::Matrix4<T>::translation(vector), type); |
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return this; |
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} |
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/** |
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* @brief Rotate object |
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* @param angle Angle (counterclockwise) |
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* @param normalizedAxis Normalized rotation axis |
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* @param type Transformation type |
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* @return Pointer to self (for method chaining) |
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* |
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* @see rotateX(), rotateY(), rotateZ(), Vector3::xAxis(), |
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* Vector3::yAxis(), Vector3::zAxis(), normalizeRotation(), |
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* Matrix4::rotation() |
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*/ |
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inline EuclideanMatrixTransformation3D<T>* rotate(Math::Rad<T> angle, const Math::Vector3<T>& normalizedAxis, TransformationType type = TransformationType::Global) override { |
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transform(Math::Matrix4<T>::rotation(angle, normalizedAxis), type); |
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return this; |
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} |
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/** |
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* @brief Rotate object around X axis |
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* @param angle Angle (counterclockwise) |
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* @param type Transformation type |
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* @return Pointer to self (for method chaining) |
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* |
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* @see normalizeRotation(), Matrix4::rotationX() |
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*/ |
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inline EuclideanMatrixTransformation3D<T>* rotateX(Math::Rad<T> angle, TransformationType type = TransformationType::Global) override { |
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transform(Math::Matrix4<T>::rotationX(angle), type); |
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return this; |
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} |
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/** |
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* @brief Rotate object around Y axis |
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* @param angle Angle (counterclockwise) |
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* @param type Transformation type |
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* @return Pointer to self (for method chaining) |
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* |
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* @see normalizeRotation(), Matrix4::rotationY() |
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*/ |
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inline EuclideanMatrixTransformation3D<T>* rotateY(Math::Rad<T> angle, TransformationType type = TransformationType::Global) override { |
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transform(Math::Matrix4<T>::rotationY(angle), type); |
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return this; |
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} |
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/** |
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* @brief Rotate object around Z axis |
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* @param angle Angle (counterclockwise) |
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* @param type Transformation type |
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* @return Pointer to self (for method chaining) |
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* |
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* @see normalizeRotation(), Matrix4::rotationZ() |
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*/ |
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inline EuclideanMatrixTransformation3D<T>* rotateZ(Math::Rad<T> angle, TransformationType type = TransformationType::Global) override { |
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transform(Math::Matrix4<T>::rotationZ(angle), type); |
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return this; |
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} |
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/** |
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* @brief Reflect object |
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* @param normal Normal of the plane through which to reflect |
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* (normalized) |
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* @param type Transformation type |
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* @return Pointer to self (for method chaining) |
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* |
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* @see Matrix4::reflection() |
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*/ |
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inline EuclideanMatrixTransformation3D<T>* reflect(const Math::Vector3<T>& normal, TransformationType type = TransformationType::Global) { |
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transform(Math::Matrix4<T>::reflection(normal), type); |
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return this; |
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} |
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protected: |
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/* Allow construction only from Object */ |
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inline explicit EuclideanMatrixTransformation3D() = default; |
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private: |
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inline void setTransformation(const Math::Matrix4<T>& transformation) { |
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/* Setting transformation is forbidden for the scene */ |
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/** @todo Assert for this? */ |
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/** @todo Do this in some common code so we don't need to include Object? */ |
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if(!static_cast<Object<EuclideanMatrixTransformation3D<T>>*>(this)->isScene()) { |
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_transformation = transformation; |
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static_cast<Object<EuclideanMatrixTransformation3D<T>>*>(this)->setDirty(); |
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} |
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} |
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inline void transform(const Math::Matrix4<T>& transformation, TransformationType type) { |
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setTransformation(type == TransformationType::Global ? |
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transformation*_transformation : _transformation*transformation); |
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} |
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Math::Matrix4<T> _transformation; |
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}; |
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}} |
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#endif
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