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204 lines
8.4 KiB
204 lines
8.4 KiB
#ifndef Magnum_SceneGraph_RigidMatrixTransformation2D_h |
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#define Magnum_SceneGraph_RigidMatrixTransformation2D_h |
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/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013 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 Magnum::SceneGraph::RigidMatrixTransformation2D |
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*/ |
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#include "Math/Matrix3.h" |
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#include "Math/Algorithms/GramSchmidt.h" |
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#include "AbstractTranslationRotation2D.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 Two-dimensional rigid transformation implemented using matrices |
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Unlike MatrixTransformation2D 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 Matrix3::invertedRigid() for faster computation of inverse transformations. |
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@see @ref scenegraph, RigidMatrixTransformation3D |
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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 = Float> |
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#endif |
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class RigidMatrixTransformation2D: public AbstractTranslationRotation2D<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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#ifndef DOXYGEN_GENERATING_OUTPUT |
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inline static Math::Matrix3<T> fromMatrix(const Math::Matrix3<T>& matrix) { |
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CORRADE_ASSERT(matrix.isRigidTransformation(), |
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"SceneGraph::RigidMatrixTransformation2D::fromMatrix(): the matrix doesn't represent rigid transformation", {}); |
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return matrix; |
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} |
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inline 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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inline 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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inline static Math::Matrix3<T> inverted(const Math::Matrix3<T>& transformation) { |
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return transformation.invertedRigid(); |
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} |
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inline Math::Matrix3<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 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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RigidMatrixTransformation2D<T>* normalizeRotation() { |
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setTransformationInternal(Math::Matrix3<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 Set transformation |
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* @return Pointer to self (for method chaining) |
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* |
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* Expects that the matrix represents rigid transformation. |
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* @see Matrix3::isRigidTransformation() |
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*/ |
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RigidMatrixTransformation2D<T>* setTransformation(const Math::Matrix3<T>& transformation) { |
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CORRADE_ASSERT(transformation.isRigidTransformation(), |
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"SceneGraph::RigidMatrixTransformation2D::setTransformation(): the matrix doesn't represent rigid transformation", this); |
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setTransformationInternal(transformation); |
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return this; |
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} |
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inline RigidMatrixTransformation2D<T>* resetTransformation() override { |
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setTransformationInternal({}); |
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return this; |
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} |
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/** |
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* @brief Transform object |
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* @param transformation Transformation |
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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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* Expects that the matrix represents rigid transformation. |
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* @see Matrix3::isRigidTransformation() |
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*/ |
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inline RigidMatrixTransformation2D<T>* transform(const Math::Matrix3<T>& transformation, TransformationType type = TransformationType::Global) { |
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CORRADE_ASSERT(transformation.isRigidTransformation(), |
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"SceneGraph::RigidMatrixTransformation2D::transform(): the matrix doesn't represent rigid transformation", this); |
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transformInternal(transformation, type); |
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return this; |
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} |
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/** |
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* @copydoc AbstractTranslationRotationScaling2D::translate() |
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* Same as calling transform() with Matrix3::translation(). |
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*/ |
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inline RigidMatrixTransformation2D<T>* translate(const Math::Vector2<T>& vector, TransformationType type = TransformationType::Global) override { |
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transformInternal(Math::Matrix3<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 type Transformation type |
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* @return Pointer to self (for method chaining) |
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* |
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* Same as calling transform() with Matrix3::rotation(). |
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* @see normalizeRotation() |
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*/ |
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inline RigidMatrixTransformation2D<T>* rotate(Math::Rad<T> angle, TransformationType type = TransformationType::Global) override { |
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transformInternal(Math::Matrix3<T>::rotation(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 line 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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* Same as calling transform() with Matrix3::reflection(). |
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*/ |
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inline RigidMatrixTransformation2D<T>* reflect(const Math::Vector2<T>& normal, TransformationType type = TransformationType::Global) { |
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transformInternal(Math::Matrix3<T>::reflection(normal), type); |
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return this; |
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} |
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/** |
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* @brief Move object in stacking order |
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* @param under Sibling object under which to move or `nullptr`, |
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* if you want to move it above all. |
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* @return Pointer to self (for method chaining) |
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*/ |
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inline RigidMatrixTransformation2D<T>* move(Object<RigidMatrixTransformation2D<T>>* under) { |
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static_cast<Object<RigidMatrixTransformation2D>*>(this)->Containers::template LinkedList<Object<RigidMatrixTransformation2D<T>>>::move(this, under); |
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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 RigidMatrixTransformation2D() = default; |
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private: |
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/* No assertions fired, for internal use */ |
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inline void setTransformationInternal(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<RigidMatrixTransformation2D<T>>*>(this)->isScene()) { |
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_transformation = transformation; |
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static_cast<Object<RigidMatrixTransformation2D<T>>*>(this)->setDirty(); |
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} |
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} |
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/* No assertions fired, for internal use */ |
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inline void transformInternal(const Math::Matrix3<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::Matrix3<T> _transformation; |
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}; |
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}} |
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#endif
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