mirror of https://github.com/mosra/magnum.git
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
376 lines
16 KiB
376 lines
16 KiB
#ifndef Magnum_SceneGraph_RigidMatrixTransformation3D_h |
|
#define Magnum_SceneGraph_RigidMatrixTransformation3D_h |
|
/* |
|
This file is part of Magnum. |
|
|
|
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 |
|
Vladimír Vondruš <mosra@centrum.cz> |
|
|
|
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 @ref Magnum::SceneGraph::BasicRigidMatrixTransformation3D, typedef @ref Magnum::SceneGraph::RigidMatrixTransformation3D |
|
*/ |
|
|
|
#include "Magnum/Math/Matrix4.h" |
|
#include "Magnum/Math/Algorithms/GramSchmidt.h" |
|
#include "Magnum/SceneGraph/AbstractTranslationRotation3D.h" |
|
#include "Magnum/SceneGraph/Object.h" |
|
|
|
namespace Magnum { namespace SceneGraph { |
|
|
|
/** |
|
@brief Three-dimensional rigid transformation implemented using matrices |
|
|
|
Unlike @ref BasicMatrixTransformation3D this class allows only rotation, |
|
reflection and translation (no scaling or setting arbitrary transformations). |
|
This allows to use @ref Math::Matrix4::invertedRigid() for faster computation |
|
of inverse transformations. |
|
@see @ref scenegraph, @ref RigidMatrixTransformation3D, |
|
@ref BasicRigidMatrixTransformation2D |
|
*/ |
|
template<class T> class BasicRigidMatrixTransformation3D: public AbstractBasicTranslationRotation3D<T> { |
|
public: |
|
/** @brief Underlying transformation type */ |
|
typedef Math::Matrix4<T> DataType; |
|
|
|
/** @brief Object transformation */ |
|
Math::Matrix4<T> transformation() const { return _transformation; } |
|
|
|
/** |
|
* @brief Set transformation |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Expects that the matrix represents rigid transformation. |
|
* @see @ref Matrix4::isRigidTransformation() |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& setTransformation(const Math::Matrix4<T>& transformation) { |
|
CORRADE_ASSERT(transformation.isRigidTransformation(), |
|
"SceneGraph::RigidMatrixTransformation3D::setTransformation(): the matrix doesn't represent rigid transformation", |
|
static_cast<Object<BasicRigidMatrixTransformation3D<T>>&>(*this)); |
|
return setTransformationInternal(transformation); |
|
} |
|
|
|
/** @copydoc AbstractTranslationRotationScaling3D::resetTransformation() */ |
|
Object<BasicRigidMatrixTransformation3D<T>>& resetTransformation() { |
|
return setTransformationInternal({}); |
|
} |
|
|
|
/** |
|
* @brief Normalize rotation part |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Normalizes the rotation part using @ref Math::Algorithms::gramSchmidtOrthonormalize() |
|
* to prevent rounding errors when rotating the object subsequently. |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& normalizeRotation() { |
|
return setTransformationInternal(Math::Matrix4<T>::from( |
|
Math::Algorithms::gramSchmidtOrthonormalize(_transformation.rotationScaling()), |
|
_transformation.translation())); |
|
} |
|
|
|
/** |
|
* @brief Transform the object |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Expects that the matrix represents rigid transformation. |
|
* @see @ref transformLocal(), @ref Math::Matrix4::isRigidTransformation() |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& transform(const Math::Matrix4<T>& transformation) { |
|
CORRADE_ASSERT(transformation.isRigidTransformation(), |
|
"SceneGraph::RigidMatrixTransformation3D::transform(): the matrix doesn't represent rigid transformation", |
|
static_cast<Object<BasicRigidMatrixTransformation3D<T>>&>(*this)); |
|
return transformInternal(transformation); |
|
} |
|
|
|
/** |
|
* @brief Transform the object as a local transformation |
|
* |
|
* Similar to the above, except that the transformation is applied |
|
* before all others. |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& transformLocal(const Math::Matrix4<T>& transformation) { |
|
CORRADE_ASSERT(transformation.isRigidTransformation(), |
|
"SceneGraph::RigidMatrixTransformation3D::transform(): the matrix doesn't represent rigid transformation", |
|
static_cast<Object<BasicRigidMatrixTransformation3D<T>>&>(*this)); |
|
return transformLocalInternal(transformation); |
|
} |
|
|
|
/** |
|
* @brief Translate the object |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Same as calling @ref transform() with @ref Math::Matrix4::translation(). |
|
* @see @ref translateLocal(), @ref Math::Vector3::xAxis(), |
|
* @ref Math::Vector3::yAxis(), @ref Math::Vector3::zAxis() |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& translate(const Math::Vector3<T>& vector) { |
|
return transformInternal(Math::Matrix4<T>::translation(vector)); |
|
} |
|
|
|
/** |
|
* @brief Translate the object as a local transformation |
|
* |
|
* Similar to the above, except that the transformation is applied |
|
* before all others. Same as calling @ref transformLocal() with |
|
* @ref Math::Matrix4::translation(). |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& translateLocal(const Math::Vector3<T>& vector) { |
|
return transformLocalInternal(Math::Matrix4<T>::translation(vector)); |
|
} |
|
|
|
/** |
|
* @brief Rotate the object using a quaternion |
|
* @param quaternion Normalized quaternion |
|
* @return Reference to self (for method chaining) |
|
* @m_since_latest |
|
* |
|
* Expects that the quaternion is normalized. |
|
* @see @ref rotate(Math::Rad<T>, const Math::Vector3<T>&), |
|
* @ref rotateLocal(const Math::Quaternion<T>&), @ref rotateX(), |
|
* @ref rotateY(), @ref rotateZ() |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& rotate(const Math::Quaternion<T>& quaternion); |
|
|
|
/** |
|
* @brief Rotate the object using a quaternion as a local transformation |
|
* @m_since_latest |
|
* |
|
* Similar to the above, except that the transformation is applied |
|
* before all others. |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& rotateLocal(const Math::Quaternion<T>& quaternion); |
|
|
|
/** |
|
* @brief Rotate the object |
|
* @param angle Angle (counterclockwise) |
|
* @param normalizedAxis Normalized rotation axis |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Same as calling @ref transform() with @ref Math::Matrix4::rotation(). |
|
* @see @ref rotate(const Math::Quaternion<T>&), @ref rotateLocal(), |
|
* @ref rotateX(), @ref rotateY(), @ref rotateZ(), |
|
* @ref normalizeRotation(), @ref Math::Vector3::xAxis(), |
|
* @ref Math::Vector3::yAxis(), @ref Math::Vector3::zAxis() |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& rotate(Math::Rad<T> angle, const Math::Vector3<T>& normalizedAxis) { |
|
return transformInternal(Math::Matrix4<T>::rotation(angle, normalizedAxis)); |
|
} |
|
|
|
/** |
|
* @brief Rotate the object as a local transformation |
|
* |
|
* Similar to the above, except that the transformation is applied |
|
* before all others. Same as calling @ref transformLocal() with |
|
* @ref Math::Matrix4::rotation(). |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& rotateLocal(Math::Rad<T> angle, const Math::Vector3<T>& normalizedAxis) { |
|
return transformLocalInternal(Math::Matrix4<T>::rotation(angle, normalizedAxis)); |
|
} |
|
|
|
/** |
|
* @brief Rotate the object around X axis |
|
* @param angle Angle (counterclockwise) |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Same as calling @ref transform() with @ref Math::Matrix4::rotationX(). |
|
* @see @ref rotateXLocal(), @ref normalizeRotation() |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& rotateX(Math::Rad<T> angle) { |
|
return transformInternal(Math::Matrix4<T>::rotationX(angle)); |
|
} |
|
|
|
/** |
|
* @brief Rotate the object around X axis as a local transformation |
|
* |
|
* Similar to the above, except that the transformation is applied |
|
* before all others. Same as calling @ref transformLocal() with |
|
* @ref Math::Matrix4::rotationX(). |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& rotateXLocal(Math::Rad<T> angle) { |
|
return transformLocalInternal(Math::Matrix4<T>::rotationX(angle)); |
|
} |
|
|
|
/** |
|
* @brief Rotate the object around Y axis |
|
* @param angle Angle (counterclockwise) |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Same as calling @ref transform() with @ref Math::Matrix4::rotationY(). |
|
* @see @ref rotateYLocal(), @ref normalizeRotation() |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& rotateY(Math::Rad<T> angle) { |
|
return transformInternal(Math::Matrix4<T>::rotationY(angle)); |
|
} |
|
|
|
/** |
|
* @brief Rotate the object around Y axis as a local transformation |
|
* |
|
* Similar to the above, except that the transformation is applied |
|
* before all others. Same as calling @ref transformLocal() with |
|
* @ref Math::Matrix4::rotationY(). |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& rotateYLocal(Math::Rad<T> angle) { |
|
return transformLocalInternal(Math::Matrix4<T>::rotationY(angle)); |
|
} |
|
|
|
/** |
|
* @brief Rotate the object around Z axis |
|
* @param angle Angle (counterclockwise) |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Same as calling @ref transform() with @ref Math::Matrix4::rotationZ(). |
|
* @see @ref rotateZLocal(), @ref normalizeRotation() |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& rotateZ(Math::Rad<T> angle) { |
|
return transformInternal(Math::Matrix4<T>::rotationZ(angle)); |
|
} |
|
|
|
/** |
|
* @brief Rotate the object around Z axis as a local transformation |
|
* |
|
* Similar to the above, except that the transformation is applied |
|
* before all others. Same as calling @ref transformLocal() with |
|
* @ref Math::Matrix4::rotationZ(). |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& rotateZLocal(Math::Rad<T> angle) { |
|
return transformLocalInternal(Math::Matrix4<T>::rotationZ(angle)); |
|
} |
|
|
|
/** |
|
* @brief Reflect the object |
|
* @param normal Normal of the plane through which to reflect |
|
* (normalized) |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Same as calling @ref transform() with @ref Math::Matrix4::reflection(). |
|
* @see @ref reflectLocal() |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& reflect(const Math::Vector3<T>& normal) { |
|
return transformInternal(Math::Matrix4<T>::reflection(normal)); |
|
} |
|
|
|
/** |
|
* @brief Reflect the object as a local transformation |
|
* |
|
* Similar to the above, except that the transformation is applied |
|
* before all others. Same as calling @ref transformLocal() with |
|
* @ref Math::Matrix4::reflection(). |
|
*/ |
|
Object<BasicRigidMatrixTransformation3D<T>>& reflectLocal(const Math::Vector3<T>& normal) { |
|
return transformLocalInternal(Math::Matrix4<T>::reflection(normal)); |
|
} |
|
|
|
protected: |
|
/* Allow construction only from Object */ |
|
explicit BasicRigidMatrixTransformation3D() = default; |
|
|
|
private: |
|
void doResetTransformation() override final { resetTransformation(); } |
|
|
|
void doTranslate(const Math::Vector3<T>& vector) override final { translate(vector); } |
|
void doTranslateLocal(const Math::Vector3<T>& vector) override final { translateLocal(vector); } |
|
|
|
void doRotate(const Math::Quaternion<T>& quaternion) override final { |
|
rotate(quaternion); |
|
} |
|
void doRotateLocal(const Math::Quaternion<T>& quaternion) override final { |
|
rotateLocal(quaternion); |
|
} |
|
|
|
void doRotate(Math::Rad<T> angle, const Math::Vector3<T>& normalizedAxis) override final { |
|
rotate(angle, normalizedAxis); |
|
} |
|
void doRotateLocal(Math::Rad<T> angle, const Math::Vector3<T>& normalizedAxis) override final { |
|
rotateLocal(angle, normalizedAxis); |
|
} |
|
|
|
void doRotateX(Math::Rad<T> angle) override final { rotateX(angle); } |
|
void doRotateXLocal(Math::Rad<T> angle) override final { rotateXLocal(angle); } |
|
|
|
void doRotateY(Math::Rad<T> angle) override final { rotateY(angle); } |
|
void doRotateYLocal(Math::Rad<T> angle) override final { rotateYLocal(angle); } |
|
|
|
void doRotateZ(Math::Rad<T> angle) override final { rotateZ(angle); } |
|
void doRotateZLocal(Math::Rad<T> angle) override final { rotateZLocal(angle); } |
|
|
|
/* No assertions fired, for internal use */ |
|
Object<BasicRigidMatrixTransformation3D<T>>& setTransformationInternal(const Math::Matrix4<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<BasicRigidMatrixTransformation3D<T>>*>(this)->isScene()) { |
|
_transformation = transformation; |
|
static_cast<Object<BasicRigidMatrixTransformation3D<T>>*>(this)->setDirty(); |
|
} |
|
|
|
return static_cast<Object<BasicRigidMatrixTransformation3D<T>>&>(*this); |
|
} |
|
|
|
/* No assertions fired, for internal use */ |
|
Object<BasicRigidMatrixTransformation3D<T>>& transformInternal(const Math::Matrix4<T>& transformation) { |
|
return setTransformationInternal(transformation*_transformation); |
|
} |
|
Object<BasicRigidMatrixTransformation3D<T>>& transformLocalInternal(const Math::Matrix4<T>& transformation) { |
|
return setTransformationInternal(_transformation*transformation); |
|
} |
|
|
|
Math::Matrix4<T> _transformation; |
|
}; |
|
|
|
/** |
|
@brief Three-dimensional rigid transformation for float scenes implemented using matrices |
|
|
|
@see @ref RigidMatrixTransformation2D |
|
*/ |
|
typedef BasicRigidMatrixTransformation3D<Float> RigidMatrixTransformation3D; |
|
|
|
namespace Implementation { |
|
|
|
template<class T> struct Transformation<BasicRigidMatrixTransformation3D<T>> { |
|
static Math::Matrix4<T> fromMatrix(const Math::Matrix4<T>& matrix) { |
|
CORRADE_ASSERT(matrix.isRigidTransformation(), |
|
"SceneGraph::RigidMatrixTransformation3D: the matrix doesn't represent rigid transformation", {}); |
|
return matrix; |
|
} |
|
|
|
constexpr static Math::Matrix4<T> toMatrix(const Math::Matrix4<T>& transformation) { |
|
return transformation; |
|
} |
|
|
|
static Math::Matrix4<T> compose(const Math::Matrix4<T>& parent, const Math::Matrix4<T>& child) { |
|
return parent*child; |
|
} |
|
|
|
static Math::Matrix4<T> inverted(const Math::Matrix4<T>& transformation) { |
|
return transformation.invertedRigid(); |
|
} |
|
}; |
|
|
|
} |
|
|
|
#if defined(CORRADE_TARGET_WINDOWS) && !defined(__MINGW32__) |
|
extern template class MAGNUM_SCENEGRAPH_EXPORT BasicRigidMatrixTransformation3D<Float>; |
|
extern template class MAGNUM_SCENEGRAPH_EXPORT Object<BasicRigidMatrixTransformation3D<Float>>; |
|
#endif |
|
|
|
}} |
|
|
|
#endif
|
|
|