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429 lines
19 KiB
429 lines
19 KiB
#ifndef Magnum_SceneGraph_TranslationRotationScalingTransformation3D_h |
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#define Magnum_SceneGraph_TranslationRotationScalingTransformation3D_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 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::BasicTranslationRotationScalingTransformation3D, typedef @ref Magnum::SceneGraph::TranslationRotationScalingTransformation3D |
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*/ |
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#include "Magnum/Math/Matrix4.h" |
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#include "Magnum/Math/Quaternion.h" |
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#include "Magnum/SceneGraph/AbstractTranslationRotationScaling3D.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 Three-dimensional transformation implemented using translation, rotation and scaling |
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Similar to @ref BasicMatrixTransformation3D, but stores translation, rotation |
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and scaling separately. This makes it more suitable for e.g. animation, where |
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there are usually separate animation tracks for translation, rotation and |
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scaling. This separation also imposes some constraints --- for given object, |
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scaling is always applied first, rotation second and translation last. In |
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particular, unlike with matrix-based transformation implementation, it's not |
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possible to rotate a translated object, for example --- one has to apply the |
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rotation first and then translate using a rotated vector. |
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@see @ref scenegraph, @ref TranslationRotationScalingTransformation3D, |
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@ref BasicTranslationRotationScalingTransformation2D |
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*/ |
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template<class T> class BasicTranslationRotationScalingTransformation3D: public AbstractBasicTranslationRotationScaling3D<T> { |
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public: |
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/** @brief Underlying transformation type */ |
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typedef Math::Matrix4<T> DataType; |
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/** @brief Object transformation */ |
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Math::Matrix4<T> transformation() const; |
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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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* Expects that the transformation doesn't contain shear or reflection. |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& setTransformation(const Math::Matrix4<T>& transformation); |
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/** @brief Object translation */ |
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Math::Vector3<T> translation() const { return _translation; } |
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/** |
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* @brief Set translation |
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* @return Reference to self (for method chaining) |
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* |
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* Translation is always applied last, after rotation and scaling. |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& setTranslation(const Math::Vector3<T>& translation); |
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/** @brief Object rotation */ |
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Math::Quaternion<T> rotation() const { return _rotation; } |
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/** |
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* @brief Set rotation |
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* @return Reference to self (for method chaining) |
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* |
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* Rotation is always applied after scaling and before translation. |
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* Expects that the quaternion is normalized. |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& setRotation(const Math::Quaternion<T>& rotation); |
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/** @brief Object scaling */ |
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Math::Vector3<T> scaling() const { return _scaling; } |
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/** |
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* @brief Set scaling |
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* @return Reference to self (for method chaining) |
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* |
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* Scaling is always applied first, before rotation and translation. |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& setScaling(const Math::Vector3<T>& scaling); |
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/** @copydoc AbstractTranslationRotationScaling3D::resetTransformation() */ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& resetTransformation() { |
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return setTransformation({}); |
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} |
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/** |
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* @brief Translate the object |
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* @return Reference to self (for method chaining) |
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* |
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* Note that translation is always applied last, after rotation and |
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* scaling. |
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* @see @ref translateLocal(), @ref Math::Vector3::xAxis(), |
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* @ref Math::Vector3::yAxis(), @ref Math::Vector3::zAxis() |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& translate(const Math::Vector3<T>& vector) { |
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return setTranslation(vector + _translation); |
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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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* Equivalent to the above, as translation is commutative. Note that |
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* translation is always applied last, after rotation and scaling. |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& translateLocal(const Math::Vector3<T>& vector) { |
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return setTranslation(_translation + vector); |
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} |
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/** |
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* @brief Rotate the object using a quaternion |
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* @param quaternion Normalized quaternion |
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* @return Reference to self (for method chaining) |
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* |
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* Note that rotation is always applied after scaling and before |
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* translation. Expects that the quaternion is normalized. |
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* @see @ref rotate(Math::Rad<T>, const Math::Vector3<T>&), |
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* @ref rotateLocal(const Math::Quaternion<T>&), @ref rotateX(), |
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* @ref rotateY(), @ref rotateZ() |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& rotate(const Math::Quaternion<T>& quaternion) { |
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return setRotation(quaternion*_rotation); |
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} |
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/** |
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* @brief Rotate the object using a quaternion as a local transformation |
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* |
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* Similar to the above, except that the rotation is applied before all |
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* other rotations. Note that rotation is always applied after scaling |
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* and before translation. |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& rotateLocal(const Math::Quaternion<T>& quaternion) { |
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return setRotation(_rotation*quaternion); |
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} |
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/** |
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* @brief Rotate the object |
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* @param angle Angle (counterclockwise) |
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* @param normalizedAxis Normalized rotation axis |
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* @return Reference to self (for method chaining) |
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* |
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* Same as calling @ref rotate(const Math::Quaternion<T>&) |
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* with @ref Quaternion::rotation(). Note that rotation is always |
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* applied after scaling and before translation. |
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* @see @ref rotateLocal(), @ref rotateX(), @ref rotateY(), |
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* @ref rotateZ(), @ref Math::Vector3::xAxis(), |
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* @ref Math::Vector3::yAxis(), @ref Math::Vector3::zAxis() |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& rotate(Math::Rad<T> angle, const Math::Vector3<T>& normalizedAxis) { |
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return rotate(Math::Quaternion<T>::rotation(angle, normalizedAxis)); |
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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 rotation is applied before all |
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* other rotations. Note that rotation is always applied after scaling |
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* and before translation. Same as calling |
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* @ref rotateLocal(const Math::Quaternion<T>&) with |
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* @ref Math::Quaternion::rotation(). |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& rotateLocal(Math::Rad<T> angle, const Math::Vector3<T>& normalizedAxis) { |
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return rotateLocal(Math::Quaternion<T>::rotation(angle, normalizedAxis)); |
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} |
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/** |
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* @brief Rotate the object around X axis |
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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 rotate() with @ref Math::Vector3::xAxis() as an |
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* axis. |
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* @see @ref rotateXLocal() |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& rotateX(Math::Rad<T> angle) { |
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return rotate(angle, Math::Vector3<T>::xAxis()); |
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} |
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/** |
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* @brief Rotate the object around X axis as a local transformation |
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* |
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* Similar to the above, except that the rotation is applied before all |
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* other rotations. Note that rotation is always applied after scaling |
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* and before translation. Same as calling @ref rotateLocal() with |
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* @ref Math::Vector3::xAxis() as an axis. |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& rotateXLocal(Math::Rad<T> angle) { |
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return rotateLocal(angle, Math::Vector3<T>::xAxis()); |
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} |
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/** |
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* @brief Rotate the object around Y axis |
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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 rotate() with @ref Math::Vector3::yAxis() as an |
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* axis. |
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* @see @ref rotateYLocal() |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& rotateY(Math::Rad<T> angle) { |
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return rotate(angle, Math::Vector3<T>::yAxis()); |
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} |
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/** |
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* @brief Rotate the object around Y axis as a local transformation |
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* |
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* Similar to the above, except that the rotation is applied before all |
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* other rotations. Note that rotation is always applied after scaling |
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* and before translation. Same as calling @ref rotateLocal() with |
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* @ref Math::Vector3::yAxis() as an axis. |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& rotateYLocal(Math::Rad<T> angle) { |
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return rotateLocal(angle, Math::Vector3<T>::yAxis()); |
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} |
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/** |
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* @brief Rotate the object around Z axis |
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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 rotate() with @ref Math::Vector3::yAxis() as an |
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* axis. |
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* @see @ref rotateZLocal() |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& rotateZ(Math::Rad<T> angle) { |
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return rotate(angle, Math::Vector3<T>::zAxis()); |
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} |
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/** |
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* @brief Rotate the object around Z axis as a local transformation |
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* |
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* Similar to the above, except that the rotation is applied before all |
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* other rotations. Note that rotation is always applied after scaling |
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* and before translation. Same as calling @ref rotateLocal() with |
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* @ref Math::Vector3::zAxis() as an axis. |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& rotateZLocal(Math::Rad<T> angle) { |
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return rotateLocal(angle, Math::Vector3<T>::zAxis()); |
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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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* Note that scaling is always applied first, before rotation and |
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* translation. |
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* @see @ref scaleLocal(), @ref Math::Vector3::xScale(), |
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* @ref Math::Vector3::yScale(), @ref Math::Vector3::zScale() |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& scale(const Math::Vector3<T>& vector) { |
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return setScaling(vector*_scaling); |
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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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* Equivalent to the above, as scaling is commutative. Note that |
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* scaling is always first, before rotation and translation. |
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*/ |
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Object<BasicTranslationRotationScalingTransformation3D<T>>& scaleLocal(const Math::Vector3<T>& vector) { |
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return setScaling(_scaling*vector); |
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} |
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protected: |
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/* Allow construction only from Object */ |
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explicit BasicTranslationRotationScalingTransformation3D() = default; |
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private: |
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void doResetTransformation() override final { resetTransformation(); } |
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void doTranslate(const Math::Vector3<T>& vector) override final { translate(vector); } |
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void doTranslateLocal(const Math::Vector3<T>& vector) override final { translateLocal(vector); } |
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void doRotate(const Math::Quaternion<T>& quaternion) override final { |
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rotate(quaternion); |
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} |
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void doRotateLocal(const Math::Quaternion<T>& quaternion) override final { |
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rotateLocal(quaternion); |
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} |
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void doRotate(Math::Rad<T> angle, const Math::Vector3<T>& normalizedAxis) override final { |
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rotate(angle, normalizedAxis); |
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} |
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void doRotateLocal(Math::Rad<T> angle, const Math::Vector3<T>& normalizedAxis) override final { |
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rotateLocal(angle, normalizedAxis); |
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} |
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void doRotateX(Math::Rad<T> angle) override final { rotateX(angle); } |
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void doRotateXLocal(Math::Rad<T> angle) override final { rotateXLocal(angle); } |
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void doRotateY(Math::Rad<T> angle) override final { rotateY(angle); } |
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void doRotateYLocal(Math::Rad<T> angle) override final { rotateYLocal(angle); } |
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void doRotateZ(Math::Rad<T> angle) override final { rotateZ(angle); } |
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void doRotateZLocal(Math::Rad<T> angle) override final { rotateZLocal(angle); } |
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void doScale(const Math::Vector3<T>& vector) override final { scale(vector); } |
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void doScaleLocal(const Math::Vector3<T>& vector) override final { scaleLocal(vector); } |
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Math::Vector3<T> _translation; |
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Math::Quaternion<T> _rotation; |
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/* Can't {} on GCC 4.8 because it complains about the constructor being |
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explicit, _scaling(T(1)) fails on the most vexing parse (what the |
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... eh???) */ |
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Math::Vector3<T> _scaling = Math::Vector3<T>(T(1)); |
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}; |
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/** |
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@brief Three-dimensional transformation for float scenes implemented using translation, rotation and scaling |
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@see @ref TranslationRotationScalingTransformation2D |
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*/ |
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typedef BasicTranslationRotationScalingTransformation3D<Float> TranslationRotationScalingTransformation3D; |
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template<class T> Math::Matrix4<T> BasicTranslationRotationScalingTransformation3D<T>::transformation() const { |
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return Math::Matrix4<T>::from(_rotation.toMatrix(), _translation)* |
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Math::Matrix4<T>::scaling(_scaling); |
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} |
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template<class T> Object<BasicTranslationRotationScalingTransformation3D<T>>& BasicTranslationRotationScalingTransformation3D<T>::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<BasicTranslationRotationScalingTransformation3D<T>>*>(this)->isScene()) { |
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_translation = transformation.translation(); |
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_scaling = transformation.scaling(); |
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/* Using rotationShear() instead of rotation() here, as that'll lead to |
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an assert being fired in Quaternion::fromMatrix() instead of in |
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Matrix4::rotation(), which I suppose is a better place to hint at |
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the problem. */ |
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/** @todo assert directly here? */ |
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Math::Matrix3x3<T> rs = transformation.rotationShear(); |
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if(rs.determinant() < T(0.0)) { |
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rs[0] *= T(-1.0); |
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_scaling[0] *= T(-1.0); |
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} |
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_rotation = Math::Quaternion<T>::fromMatrix(rs); |
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static_cast<Object<BasicTranslationRotationScalingTransformation3D<T>>*>(this)->setDirty(); |
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} |
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return static_cast<Object<BasicTranslationRotationScalingTransformation3D<T>>&>(*this); |
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} |
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template<class T> Object<BasicTranslationRotationScalingTransformation3D<T>>& BasicTranslationRotationScalingTransformation3D<T>::setTranslation(const Math::Vector3<T>& translation) { |
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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<BasicTranslationRotationScalingTransformation3D<T>>*>(this)->isScene()) { |
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_translation = translation; |
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static_cast<Object<BasicTranslationRotationScalingTransformation3D<T>>*>(this)->setDirty(); |
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} |
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return static_cast<Object<BasicTranslationRotationScalingTransformation3D<T>>&>(*this); |
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} |
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template<class T> Object<BasicTranslationRotationScalingTransformation3D<T>>& BasicTranslationRotationScalingTransformation3D<T>::setRotation(const Math::Quaternion<T>& rotation) { |
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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<BasicTranslationRotationScalingTransformation3D<T>>*>(this)->isScene()) { |
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_rotation = rotation; |
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static_cast<Object<BasicTranslationRotationScalingTransformation3D<T>>*>(this)->setDirty(); |
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} |
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return static_cast<Object<BasicTranslationRotationScalingTransformation3D<T>>&>(*this); |
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} |
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template<class T> Object<BasicTranslationRotationScalingTransformation3D<T>>& BasicTranslationRotationScalingTransformation3D<T>::setScaling(const Math::Vector3<T>& scaling) { |
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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<BasicTranslationRotationScalingTransformation3D<T>>*>(this)->isScene()) { |
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_scaling = scaling; |
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static_cast<Object<BasicTranslationRotationScalingTransformation3D<T>>*>(this)->setDirty(); |
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} |
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return static_cast<Object<BasicTranslationRotationScalingTransformation3D<T>>&>(*this); |
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} |
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namespace Implementation { |
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template<class T> struct Transformation<BasicTranslationRotationScalingTransformation3D<T>> { |
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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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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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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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static Math::Matrix4<T> inverted(const Math::Matrix4<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 Object<BasicTranslationRotationScalingTransformation3D<Float>>; |
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#endif |
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}} |
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#endif
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