.. _program_listing_file_include_tf2_LinearMath_Transform.h: Program Listing for File Transform.h ==================================== |exhale_lsh| :ref:`Return to documentation for file ` (``include/tf2/LinearMath/Transform.h``) .. |exhale_lsh| unicode:: U+021B0 .. UPWARDS ARROW WITH TIP LEFTWARDS .. code-block:: cpp /* Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans http://continuousphysics.com/Bullet/ This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef tf2_Transform_H #define tf2_Transform_H #include "Matrix3x3.h" #include "tf2/visibility_control.h" namespace tf2 { #define TransformData TransformDoubleData class Transform { Matrix3x3 m_basis; Vector3 m_origin; public: TF2_PUBLIC Transform() {} explicit TF2SIMD_FORCE_INLINE Transform(const Quaternion& q, const Vector3& c = Vector3(tf2Scalar(0), tf2Scalar(0), tf2Scalar(0))) : m_basis(q), m_origin(c) {} explicit TF2SIMD_FORCE_INLINE Transform(const Matrix3x3& b, const Vector3& c = Vector3(tf2Scalar(0), tf2Scalar(0), tf2Scalar(0))) : m_basis(b), m_origin(c) {} TF2SIMD_FORCE_INLINE Transform (const Transform& other) : m_basis(other.m_basis), m_origin(other.m_origin) { } TF2SIMD_FORCE_INLINE Transform& operator=(const Transform& other) { m_basis = other.m_basis; m_origin = other.m_origin; return *this; } TF2SIMD_FORCE_INLINE void mult(const Transform& t1, const Transform& t2) { m_basis = t1.m_basis * t2.m_basis; m_origin = t1(t2.m_origin); } /* void multInverseLeft(const Transform& t1, const Transform& t2) { Vector3 v = t2.m_origin - t1.m_origin; m_basis = tf2MultTransposeLeft(t1.m_basis, t2.m_basis); m_origin = v * t1.m_basis; } */ TF2SIMD_FORCE_INLINE Vector3 operator()(const Vector3& x) const { return Vector3(m_basis[0].dot(x) + m_origin.x(), m_basis[1].dot(x) + m_origin.y(), m_basis[2].dot(x) + m_origin.z()); } TF2SIMD_FORCE_INLINE Vector3 operator*(const Vector3& x) const { return (*this)(x); } TF2SIMD_FORCE_INLINE Quaternion operator*(const Quaternion& q) const { return getRotation() * q; } TF2SIMD_FORCE_INLINE Matrix3x3& getBasis() { return m_basis; } TF2SIMD_FORCE_INLINE const Matrix3x3& getBasis() const { return m_basis; } TF2SIMD_FORCE_INLINE Vector3& getOrigin() { return m_origin; } TF2SIMD_FORCE_INLINE const Vector3& getOrigin() const { return m_origin; } TF2_PUBLIC Quaternion getRotation() const { Quaternion q; m_basis.getRotation(q); return q; } TF2_PUBLIC void setFromOpenGLMatrix(const tf2Scalar *m) { m_basis.setFromOpenGLSubMatrix(m); m_origin.setValue(m[12],m[13],m[14]); } TF2_PUBLIC void getOpenGLMatrix(tf2Scalar *m) const { m_basis.getOpenGLSubMatrix(m); m[12] = m_origin.x(); m[13] = m_origin.y(); m[14] = m_origin.z(); m[15] = tf2Scalar(1.0); } TF2SIMD_FORCE_INLINE void setOrigin(const Vector3& origin) { m_origin = origin; } TF2SIMD_FORCE_INLINE Vector3 invXform(const Vector3& inVec) const; TF2SIMD_FORCE_INLINE void setBasis(const Matrix3x3& basis) { m_basis = basis; } TF2SIMD_FORCE_INLINE void setRotation(const Quaternion& q) { m_basis.setRotation(q); } TF2_PUBLIC void setIdentity() { m_basis.setIdentity(); m_origin.setValue(tf2Scalar(0.0), tf2Scalar(0.0), tf2Scalar(0.0)); } TF2_PUBLIC Transform& operator*=(const Transform& t) { m_origin += m_basis * t.m_origin; m_basis *= t.m_basis; return *this; } TF2_PUBLIC Transform inverse() const { Matrix3x3 inv = m_basis.transpose(); return Transform(inv, inv * -m_origin); } TF2_PUBLIC Transform inverseTimes(const Transform& t) const; TF2_PUBLIC Transform operator*(const Transform& t) const; TF2_PUBLIC static const Transform& getIdentity() { static const Transform identityTransform(Matrix3x3::getIdentity()); return identityTransform; } TF2_PUBLIC void serialize(struct TransformData& dataOut) const; TF2_PUBLIC void serializeFloat(struct TransformFloatData& dataOut) const; TF2_PUBLIC void deSerialize(const struct TransformData& dataIn); TF2_PUBLIC void deSerializeDouble(const struct TransformDoubleData& dataIn); TF2_PUBLIC void deSerializeFloat(const struct TransformFloatData& dataIn); }; TF2SIMD_FORCE_INLINE Vector3 Transform::invXform(const Vector3& inVec) const { Vector3 v = inVec - m_origin; return (m_basis.transpose() * v); } TF2SIMD_FORCE_INLINE Transform Transform::inverseTimes(const Transform& t) const { Vector3 v = t.getOrigin() - m_origin; return Transform(m_basis.transposeTimes(t.m_basis), v * m_basis); } TF2SIMD_FORCE_INLINE Transform Transform::operator*(const Transform& t) const { return Transform(m_basis * t.m_basis, (*this)(t.m_origin)); } TF2SIMD_FORCE_INLINE bool operator==(const Transform& t1, const Transform& t2) { return ( t1.getBasis() == t2.getBasis() && t1.getOrigin() == t2.getOrigin() ); } struct TransformFloatData { Matrix3x3FloatData m_basis; Vector3FloatData m_origin; }; struct TransformDoubleData { Matrix3x3DoubleData m_basis; Vector3DoubleData m_origin; }; TF2SIMD_FORCE_INLINE void Transform::serialize(TransformData& dataOut) const { m_basis.serialize(dataOut.m_basis); m_origin.serialize(dataOut.m_origin); } TF2SIMD_FORCE_INLINE void Transform::serializeFloat(TransformFloatData& dataOut) const { m_basis.serializeFloat(dataOut.m_basis); m_origin.serializeFloat(dataOut.m_origin); } TF2SIMD_FORCE_INLINE void Transform::deSerialize(const TransformData& dataIn) { m_basis.deSerialize(dataIn.m_basis); m_origin.deSerialize(dataIn.m_origin); } TF2SIMD_FORCE_INLINE void Transform::deSerializeFloat(const TransformFloatData& dataIn) { m_basis.deSerializeFloat(dataIn.m_basis); m_origin.deSerializeFloat(dataIn.m_origin); } TF2SIMD_FORCE_INLINE void Transform::deSerializeDouble(const TransformDoubleData& dataIn) { m_basis.deSerializeDouble(dataIn.m_basis); m_origin.deSerializeDouble(dataIn.m_origin); } } #endif