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274 lines
11 KiB
274 lines
11 KiB
#ifndef Magnum_SceneGraph_MatrixTransformation2D_h |
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#define Magnum_SceneGraph_MatrixTransformation2D_h |
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/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020, 2021, 2022, 2023, 2024, 2025, 2026 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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/** @file |
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* @brief Class @ref Magnum::SceneGraph::BasicMatrixTransformation2D, typedef @ref Magnum::SceneGraph::MatrixTransformation2D |
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*/ |
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#include "Magnum/Math/Matrix3.h" |
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#include "Magnum/SceneGraph/AbstractTranslationRotationScaling2D.h" |
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#include "Magnum/SceneGraph/Object.h" |
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namespace Magnum { namespace SceneGraph { |
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/** |
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@brief Two-dimensional transformation implemented using matrices |
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Uses @ref Math::Matrix3 as underlying transformation type. |
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@see @ref scenegraph, @ref MatrixTransformation2D, |
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@ref BasicRigidMatrixTransformation2D, @ref BasicMatrixTransformation3D |
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*/ |
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template<class T> class BasicMatrixTransformation2D: public AbstractBasicTranslationRotationScaling2D<T> { |
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public: |
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/** @brief Underlying transformation type */ |
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typedef Math::Matrix3<T> DataType; |
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/** @brief Object transformation */ |
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Math::Matrix3<T> transformation() const { return _transformation; } |
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/** |
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* @brief Set transformation |
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* @return Reference to self (for method chaining) |
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*/ |
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Object<BasicMatrixTransformation2D<T>>& setTransformation(const Math::Matrix3<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<BasicMatrixTransformation2D<T>>*>(this)->isScene()) { |
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_transformation = transformation; |
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static_cast<Object<BasicMatrixTransformation2D<T>>*>(this)->setDirty(); |
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} |
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return static_cast<Object<BasicMatrixTransformation2D<T>>&>(*this); |
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} |
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/** |
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* @brief Transform the object |
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* @return Reference to self (for method chaining) |
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* |
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* @see @ref transformLocal() |
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*/ |
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Object<BasicMatrixTransformation2D<T>>& transform(const Math::Matrix3<T>& transformation) { |
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return setTransformation(transformation*_transformation); |
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} |
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/** |
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* @brief Transform the object as a local transformation |
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* |
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* Similar to the above, except that the transformation is applied |
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* before all others. |
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*/ |
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Object<BasicMatrixTransformation2D<T>>& transformLocal(const Math::Matrix3<T>& transformation) { |
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return setTransformation(_transformation*transformation); |
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} |
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/** @copydoc AbstractTranslationRotationScaling2D::resetTransformation() */ |
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Object<BasicMatrixTransformation2D<T>>& resetTransformation() { |
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return setTransformation({}); |
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} |
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/** |
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* Translate the object |
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* @return Reference to self (for method chaining) |
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* |
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* Same as calling @ref transform() with @ref Math::Matrix3::translation(). |
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* @see @ref translateLocal(), @ref Math::Vector2::xAxis(), |
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* @ref Math::Vector2::yAxis() |
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*/ |
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Object<BasicMatrixTransformation2D<T>>& translate(const Math::Vector2<T>& vector) { |
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return transform(Math::Matrix3<T>::translation(vector)); |
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} |
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/** |
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* @brief Translate the object as a local transformation |
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* |
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* Similar to the above, except that the transformation is applied |
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* before all others. Same as calling @ref transformLocal() with |
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* @ref Math::Matrix3::translation(). |
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*/ |
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Object<BasicMatrixTransformation2D<T>>& translateLocal(const Math::Vector2<T>& vector) { |
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return transformLocal(Math::Matrix3<T>::translation(vector)); |
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} |
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/** |
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* @brief Rotate the object using a complex number |
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* @param complex Normalized complex number |
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* @return Reference to self (for method chaining) |
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* @m_since{2020,06} |
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* |
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* Expects that the complex number is normalized. |
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* @see @ref rotate(Math::Rad<T>), |
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* @ref rotateLocal(const Math::Complex<T>&) |
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*/ |
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Object<BasicMatrixTransformation2D<T>>& rotate(const Math::Complex<T>& complex); |
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/** |
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* @brief Rotate the object using a complex number as a local transformation |
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* @m_since{2020,06} |
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* |
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* Similar to the above, except that the transformation is applied |
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* before all others. |
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*/ |
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Object<BasicMatrixTransformation2D<T>>& rotateLocal(const Math::Complex<T>& complex); |
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/** |
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* @brief Rotate the object |
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* @param angle Angle (counterclockwise) |
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* @return Reference to self (for method chaining) |
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* |
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* Same as calling @ref transform() with @ref Math::Matrix3::rotation(). |
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* @see @ref rotateLocal() |
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*/ |
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Object<BasicMatrixTransformation2D<T>>& rotate(Math::Rad<T> angle) { |
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return transform(Math::Matrix3<T>::rotation(angle)); |
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} |
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/** |
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* @brief Rotate the object as a local transformation |
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* |
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* Similar to the above, except that the transformation is applied |
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* before all others. Same as calling @ref transformLocal() with |
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* @ref Math::Matrix3::rotation(). |
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*/ |
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Object<BasicMatrixTransformation2D<T>>& rotateLocal(Math::Rad<T> angle) { |
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return transformLocal(Math::Matrix3<T>::rotation(angle)); |
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} |
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/** |
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* @brief Scale the object |
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* @return Reference to self (for method chaining) |
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* |
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* Same as calling @ref transform() with @ref Math::Matrix3::scaling(). |
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* @see @ref scaleLocal(), @ref Math::Vector2::xScale(), |
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* @ref Math::Vector2::yScale() |
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*/ |
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Object<BasicMatrixTransformation2D<T>>& scale(const Math::Vector2<T>& vector) { |
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return transform(Math::Matrix3<T>::scaling(vector)); |
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} |
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/** |
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* @brief Scale the object as a local transformation |
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* |
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* Similar to the above, except that the transformation is applied |
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* before all others. Same as calling @ref transformLocal() with |
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* @ref Math::Matrix3::scaling(). |
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*/ |
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Object<BasicMatrixTransformation2D<T>>& scaleLocal(const Math::Vector2<T>& vector) { |
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return transformLocal(Math::Matrix3<T>::scaling(vector)); |
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} |
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/** |
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* @brief Reflect the object |
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* @param normal Normal of the line through which to reflect |
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* (normalized) |
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* @return Reference to self (for method chaining) |
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* |
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* Same as calling @ref transform() with @ref Math::Matrix3::reflection(). |
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* @see @ref reflectLocal(), @ref Math::Vector2::xAxis(), |
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* @ref Math::Vector2::yAxis() |
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*/ |
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Object<BasicMatrixTransformation2D<T>>& reflect(const Math::Vector2<T>& normal) { |
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return transform(Math::Matrix3<T>::reflection(normal)); |
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} |
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/** |
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* @brief Reflect the object as a local transformation |
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* |
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* Similar to the above, except that the transformation is applied |
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* before all others. Same as calling @ref transformLocal() with |
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* @ref Math::Matrix3::reflection(). |
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*/ |
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Object<BasicMatrixTransformation2D<T>>& reflectLocal(const Math::Vector2<T>& normal) { |
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return transformLocal(Math::Matrix3<T>::reflection(normal)); |
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} |
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protected: |
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/* Allow construction only from Object */ |
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explicit BasicMatrixTransformation2D() = default; |
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/* To silence -Wnon-virtual-dtor */ |
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~BasicMatrixTransformation2D() = default; |
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private: |
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void doResetTransformation() override final { resetTransformation(); } |
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void doTranslate(const Math::Vector2<T>& vector) override final { translate(vector); } |
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void doTranslateLocal(const Math::Vector2<T>& vector) override final { translateLocal(vector); } |
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void doRotate(const Math::Complex<T>& complex) override final { |
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rotate(complex); |
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} |
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void doRotateLocal(const Math::Complex<T>& complex) override final { |
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rotateLocal(complex); |
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} |
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void doRotate(Math::Rad<T> angle) override final { rotate(angle); } |
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void doRotateLocal(Math::Rad<T> angle) override final { rotateLocal(angle); } |
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void doScale(const Math::Vector2<T>& vector) override final { scale(vector); } |
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void doScaleLocal(const Math::Vector2<T>& vector) override final { scaleLocal(vector); } |
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Math::Matrix3<T> _transformation; |
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}; |
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/** |
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@brief Two-dimensional transformation for float scenes implemented using matrices |
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@see @ref MatrixTransformation3D |
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*/ |
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typedef BasicMatrixTransformation2D<Float> MatrixTransformation2D; |
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namespace Implementation { |
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template<class T> struct Transformation<BasicMatrixTransformation2D<T>> { |
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constexpr static Math::Matrix3<T> fromMatrix(const Math::Matrix3<T>& matrix) { |
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return matrix; |
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} |
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constexpr static Math::Matrix3<T> toMatrix(const Math::Matrix3<T>& transformation) { |
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return transformation; |
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} |
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static Math::Matrix3<T> compose(const Math::Matrix3<T>& parent, const Math::Matrix3<T>& child) { |
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return parent*child; |
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} |
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static Math::Matrix3<T> inverted(const Math::Matrix3<T>& transformation) { |
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return transformation.inverted(); |
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} |
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}; |
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} |
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#if defined(CORRADE_TARGET_WINDOWS) && !(defined(CORRADE_TARGET_MINGW) && !defined(CORRADE_TARGET_CLANG)) |
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extern template class MAGNUM_SCENEGRAPH_EXPORT BasicMatrixTransformation2D<Float>; |
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extern template class MAGNUM_SCENEGRAPH_EXPORT Object<BasicMatrixTransformation2D<Float>>; |
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#endif |
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}} |
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#endif
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