The Frame class represents a coordinate system, defined by a position and an orientation. More...
#include <QGLViewer/frame.h>
Signals | |
void | interpolated () |
void | modified () |
Public Member Functions | |
Frame () | |
Frame (const Frame &frame) | |
Frame & | operator= (const Frame &frame) |
virtual | ~Frame () |
Private Attributes | |
Constraint * | constraint_ |
Quaternion | q_ |
const Frame * | referenceFrame_ |
Vec | t_ |
World coordinates position and orientation | |
Frame (const Vec &position, const Quaternion &orientation) | |
void | setPosition (const Vec &position) |
void | setPosition (qreal x, qreal y, qreal z) |
void | setPositionWithConstraint (Vec &position) |
void | setOrientation (const Quaternion &orientation) |
void | setOrientation (qreal q0, qreal q1, qreal q2, qreal q3) |
void | setOrientationWithConstraint (Quaternion &orientation) |
void | setPositionAndOrientation (const Vec &position, const Quaternion &orientation) |
void | setPositionAndOrientationWithConstraint (Vec &position, Quaternion &orientation) |
Vec | position () const |
Quaternion | orientation () const |
void | getPosition (qreal &x, qreal &y, qreal &z) const |
void | getOrientation (qreal &q0, qreal &q1, qreal &q2, qreal &q3) const |
Local translation and rotation w/r reference Frame | |
void | setTranslation (const Vec &translation) |
void | setTranslation (qreal x, qreal y, qreal z) |
void | setTranslationWithConstraint (Vec &translation) |
void | setRotation (const Quaternion &rotation) |
void | setRotation (qreal q0, qreal q1, qreal q2, qreal q3) |
void | setRotationWithConstraint (Quaternion &rotation) |
void | setTranslationAndRotation (const Vec &translation, const Quaternion &rotation) |
void | setTranslationAndRotationWithConstraint (Vec &translation, Quaternion &rotation) |
Vec | translation () const |
Quaternion | rotation () const |
void | getTranslation (qreal &x, qreal &y, qreal &z) const |
void | getRotation (qreal &q0, qreal &q1, qreal &q2, qreal &q3) const |
Frame hierarchy | |
const Frame * | referenceFrame () const |
void | setReferenceFrame (const Frame *const refFrame) |
bool | settingAsReferenceFrameWillCreateALoop (const Frame *const frame) |
Frame modification | |
void | translate (Vec &t) |
void | translate (const Vec &t) |
void | translate (qreal x, qreal y, qreal z) |
void | translate (qreal &x, qreal &y, qreal &z) |
void | rotate (Quaternion &q) |
void | rotate (const Quaternion &q) |
void | rotate (qreal q0, qreal q1, qreal q2, qreal q3) |
void | rotate (qreal &q0, qreal &q1, qreal &q2, qreal &q3) |
void | rotateAroundPoint (Quaternion &rotation, const Vec &point) |
void | rotateAroundPoint (const Quaternion &rotation, const Vec &point) |
void | alignWithFrame (const Frame *const frame, bool move=false, qreal threshold=0.0) |
void | projectOnLine (const Vec &origin, const Vec &direction) |
Coordinate system transformation of 3D coordinates | |
Vec | coordinatesOf (const Vec &src) const |
Vec | inverseCoordinatesOf (const Vec &src) const |
Vec | localCoordinatesOf (const Vec &src) const |
Vec | localInverseCoordinatesOf (const Vec &src) const |
Vec | coordinatesOfIn (const Vec &src, const Frame *const in) const |
Vec | coordinatesOfFrom (const Vec &src, const Frame *const from) const |
void | getCoordinatesOf (const qreal src[3], qreal res[3]) const |
void | getInverseCoordinatesOf (const qreal src[3], qreal res[3]) const |
void | getLocalCoordinatesOf (const qreal src[3], qreal res[3]) const |
void | getLocalInverseCoordinatesOf (const qreal src[3], qreal res[3]) const |
void | getCoordinatesOfIn (const qreal src[3], qreal res[3], const Frame *const in) const |
void | getCoordinatesOfFrom (const qreal src[3], qreal res[3], const Frame *const from) const |
Coordinate system transformation of vectors | |
Vec | transformOf (const Vec &src) const |
Vec | inverseTransformOf (const Vec &src) const |
Vec | localTransformOf (const Vec &src) const |
Vec | localInverseTransformOf (const Vec &src) const |
Vec | transformOfIn (const Vec &src, const Frame *const in) const |
Vec | transformOfFrom (const Vec &src, const Frame *const from) const |
void | getTransformOf (const qreal src[3], qreal res[3]) const |
void | getInverseTransformOf (const qreal src[3], qreal res[3]) const |
void | getLocalTransformOf (const qreal src[3], qreal res[3]) const |
void | getLocalInverseTransformOf (const qreal src[3], qreal res[3]) const |
void | getTransformOfIn (const qreal src[3], qreal res[3], const Frame *const in) const |
void | getTransformOfFrom (const qreal src[3], qreal res[3], const Frame *const from) const |
Constraint on the displacement | |
Constraint * | constraint () const |
void | setConstraint (Constraint *const constraint) |
Associated matrices | |
const GLdouble * | matrix () const |
void | getMatrix (GLdouble m[4][4]) const |
void | getMatrix (GLdouble m[16]) const |
const GLdouble * | worldMatrix () const |
void | getWorldMatrix (GLdouble m[4][4]) const |
void | getWorldMatrix (GLdouble m[16]) const |
void | setFromMatrix (const GLdouble m[4][4]) |
void | setFromMatrix (const GLdouble m[16]) |
Inversion of the transformation | |
Frame | inverse () const |
Frame | worldInverse () const |
XML representation | |
virtual QDomElement | domElement (const QString &name, QDomDocument &document) const |
virtual void | initFromDOMElement (const QDomElement &element) |
The Frame class represents a coordinate system, defined by a position and an orientation.
A Frame is a 3D coordinate system, represented by a position() and an orientation(). The order of these transformations is important: the Frame is first translated and then rotated around the new translated origin.
A Frame is useful to define the position and orientation of a 3D rigid object, using its matrix() method, as shown below:
Many functions are provided to transform a 3D point from one coordinate system (Frame) to an other: see coordinatesOf(), inverseCoordinatesOf(), coordinatesOfIn(), coordinatesOfFrom()...
You may also want to transform a 3D vector (such as a normal), which corresponds to applying only the rotational part of the frame transformation: see transformOf() and inverseTransformOf(). See the frameTransform example for an illustration.
The translation() and the rotation() that are encapsulated in a Frame can also be used to represent a rigid transformation of space. Such a transformation can also be interpreted as a change of coordinate system, and the coordinate system conversion functions actually allow you to use a Frame as a rigid transformation. Use inverseCoordinatesOf() (resp. coordinatesOf()) to apply the transformation (resp. its inverse). Note the inversion.
The position and the orientation of a Frame are actually defined with respect to a referenceFrame(). The default referenceFrame() is the world coordinate system (represented by a NULL
referenceFrame()). If you setReferenceFrame() to a different Frame, you must then differentiate:
A Frame is actually defined by its translation() with respect to its referenceFrame(), and then by a rotation() of the coordinate system around the new translated origin.
This terminology for local (translation() and rotation()) and global (position() and orientation()) definitions is used in all the methods' names and should be sufficient to prevent ambiguities. These notions are obviously identical when the referenceFrame() is NULL
, i.e. when the Frame is defined in the world coordinate system (the one you are in at the beginning of the QGLViewer::draw() method, see the introduction page).
Frames can hence easily be organized in a tree hierarchy, which root is the world coordinate system. A loop in the hierarchy would result in an inconsistent (multiple) Frame definition. settingAsReferenceFrameWillCreateALoop() checks this and prevents setReferenceFrame() from creating such a loop.
This frame hierarchy is used in methods like coordinatesOfIn(), coordinatesOfFrom()... which allow coordinates (or vector) conversions from a Frame to any other one (including the world coordinate system).
However, one must note that this hierarchical representation is internal to the Frame classes. When the Frames represent OpenGL coordinates system, one should map this hierarchical representation to the OpenGL GL_MODELVIEW matrix stack. See the matrix() documentation for details.
An interesting feature of Frames is that their displacements can be constrained. When a Constraint is attached to a Frame, it filters the input of translate() and rotate(), and only the resulting filtered motion is applied to the Frame. The default constraint() is NULL
resulting in no filtering. Use setConstraint() to attach a Constraint to a frame.
Constraints are especially usefull for the ManipulatedFrame instances, in order to forbid some mouse motions. See the constrainedFrame, constrainedCamera and luxo examples for an illustration.
Classical constraints are provided for convenience (see LocalConstraint, WorldConstraint and CameraConstraint) and new constraints can very easily be implemented.
The ManipulatedFrame class inherits Frame and implements a mouse motion convertion, so that a Frame (and hence an object) can be manipulated in the scene with the mouse.
Frame::Frame | ( | ) |
Creates a default Frame.
Its position() is (0,0,0) and it has an identity orientation() Quaternion. The referenceFrame() and the constraint() are NULL
.
|
inlinevirtual |
Frame::Frame | ( | const Frame & | frame | ) |
Copy constructor.
The translation() and rotation() as well as constraint() and referenceFrame() pointers are copied.
Frame::Frame | ( | const Vec & | position, |
const Quaternion & | orientation | ||
) |
Creates a Frame with a position() and an orientation().
See the Vec and Quaternion documentations for convenient constructors and methods.
The Frame is defined in the world coordinate system (its referenceFrame() is NULL
). It has a NULL
associated constraint().
void Frame::alignWithFrame | ( | const Frame *const | frame, |
bool | move = false , |
||
qreal | threshold = 0.0 |
||
) |
Aligns the Frame with frame
, so that two of their axis are parallel.
If one of the X, Y and Z axis of the Frame is almost parallel to any of the X, Y, or Z axis of frame
, the Frame is rotated so that these two axis actually become parallel.
If, after this first rotation, two other axis are also almost parallel, a second alignment is performed. The two frames then have identical orientations, up to 90 degrees rotations.
threshold
measures how close two axis must be to be considered parallel. It is compared with the absolute values of the dot product of the normalized axis. As a result, useful range is sqrt(2)/2 (systematic alignment) to 1 (no alignment).
When move
is set to true
, the Frame position() is also affected by the alignment. The new Frame's position() is such that the frame
position (computed with coordinatesOf(), in the Frame coordinates system) does not change.
frame
may be NULL
and then represents the world coordinate system (same convention than for the referenceFrame()).
The rotation (and translation when move
is true
) applied to the Frame are filtered by the possible constraint().
|
inline |
Returns the current constraint applied to the Frame.
A NULL
value (default) means that no Constraint is used to filter Frame translation and rotation. See the Constraint class documentation for details.
You may have to use a dynamic_cast
to convert the result to a Constraint derived class.
Returns the Frame coordinates of a point src
defined in the world coordinate system (converts from world to Frame).
inverseCoordinatesOf() performs the inverse convertion. transformOf() converts 3D vectors instead of 3D coordinates.
See the frameTransform example for an illustration.
Returns the Frame coordinates of the point whose position in the from
coordinate system is src
(converts from from
to Frame).
coordinatesOfIn() performs the inverse transformation.
Returns the in
coordinates of the point whose position in the Frame coordinate system is src
(converts from Frame to in
).
coordinatesOfFrom() performs the inverse transformation.
|
virtual |
Returns an XML QDomElement
that represents the Frame.
name
is the name of the QDomElement tag. doc
is the QDomDocument
factory used to create QDomElement.
The resulting QDomElement looks like:
Use initFromDOMElement() to restore the Frame state from the resulting QDomElement
.
See Vec::domElement() for a complete example. See also Quaternion::domElement(), Camera::domElement()...
Reimplemented in qglviewer::ManipulatedFrame, and qglviewer::ManipulatedCameraFrame.
void Frame::getCoordinatesOf | ( | const qreal | src[3], |
qreal | res[3] | ||
) | const |
Same as coordinatesOf(), but with qreal
parameters.
void Frame::getCoordinatesOfFrom | ( | const qreal | src[3], |
qreal | res[3], | ||
const Frame *const | from | ||
) | const |
Same as coordinatesOfFrom(), but with qreal
parameters.
void Frame::getCoordinatesOfIn | ( | const qreal | src[3], |
qreal | res[3], | ||
const Frame *const | in | ||
) | const |
Same as coordinatesOfIn(), but with qreal
parameters.
void Frame::getInverseCoordinatesOf | ( | const qreal | src[3], |
qreal | res[3] | ||
) | const |
Same as inverseCoordinatesOf(), but with qreal
parameters.
void Frame::getInverseTransformOf | ( | const qreal | src[3], |
qreal | res[3] | ||
) | const |
Same as inverseTransformOf(), but with qreal
parameters.
void Frame::getLocalCoordinatesOf | ( | const qreal | src[3], |
qreal | res[3] | ||
) | const |
Same as localCoordinatesOf(), but with qreal
parameters.
void Frame::getLocalInverseCoordinatesOf | ( | const qreal | src[3], |
qreal | res[3] | ||
) | const |
Same as localInverseCoordinatesOf(), but with qreal
parameters.
void Frame::getLocalInverseTransformOf | ( | const qreal | src[3], |
qreal | res[3] | ||
) | const |
Same as localInverseTransformOf(), but with qreal
parameters.
void Frame::getLocalTransformOf | ( | const qreal | src[3], |
qreal | res[3] | ||
) | const |
Same as localTransformOf(), but with qreal
parameters.
void Frame::getMatrix | ( | GLdouble | m[4][4] | ) | const |
GLdouble
[4][4] version of matrix(). See also getWorldMatrix() and matrix().
void Frame::getMatrix | ( | GLdouble | m[16] | ) | const |
GLdouble
[16] version of matrix(). See also getWorldMatrix() and matrix().
void Frame::getOrientation | ( | qreal & | q0, |
qreal & | q1, | ||
qreal & | q2, | ||
qreal & | q3 | ||
) | const |
Get the current orientation of the frame (same as orientation()). Parameters are the orientation Quaternion values. See also setOrientation().
The \p q are set to the orientation() of the Frame.
See Quaternion::Quaternion(qreal, qreal, qreal, qreal) for details on q
.
void Frame::getPosition | ( | qreal & | x, |
qreal & | y, | ||
qreal & | z | ||
) | const |
x
, y
and z
are set to the position() of the Frame.
void Frame::getRotation | ( | qreal & | q0, |
qreal & | q1, | ||
qreal & | q2, | ||
qreal & | q3 | ||
) | const |
The q
are set to the rotation() of the Frame.
See Quaternion::Quaternion(qreal, qreal, qreal, qreal) for details on q
.
void Frame::getTransformOf | ( | const qreal | src[3], |
qreal | res[3] | ||
) | const |
Same as transformOf(), but with qreal
parameters.
void Frame::getTransformOfFrom | ( | const qreal | src[3], |
qreal | res[3], | ||
const Frame *const | from | ||
) | const |
Same as transformOfFrom(), but with qreal
parameters.
void Frame::getTransformOfIn | ( | const qreal | src[3], |
qreal | res[3], | ||
const Frame *const | in | ||
) | const |
Same as transformOfIn(), but with qreal
parameters.
void Frame::getTranslation | ( | qreal & | x, |
qreal & | y, | ||
qreal & | z | ||
) | const |
Fill x
, y
and z
with the translation() of the Frame.
void Frame::getWorldMatrix | ( | GLdouble | m[4][4] | ) | const |
qreal[4][4] parameter version of worldMatrix(). See also getMatrix() and matrix().
void Frame::getWorldMatrix | ( | GLdouble | m[16] | ) | const |
qreal[16] parameter version of worldMatrix(). See also getMatrix() and matrix().
|
virtualslot |
Restores the Frame state from a QDomElement
created by domElement().
See domElement() for the QDomElement
syntax. See the Vec::initFromDOMElement() and Quaternion::initFromDOMElement() documentations for details on default values if an argument is missing.
|
signal |
This signal is emitted when the Frame is interpolated by a KeyFrameInterpolator.
See the KeyFrameInterpolator documentation for details.
If a KeyFrameInterpolator is used to successively interpolate several Frames in your scene, connect the KeyFrameInterpolator::interpolated() signal instead (identical, but independent of the interpolated Frame).
Frame Frame::inverse | ( | ) | const |
Returns a Frame representing the inverse of the Frame space transformation.
The rotation() of the new Frame is the Quaternion::inverse() of the original rotation. Its translation() is the negated inverse rotated image of the original translation.
If a Frame is considered as a space rigid transformation (translation and rotation), the inverse() Frame performs the inverse transformation.
Only the local Frame transformation (i.e. defined with respect to the referenceFrame()) is inverted. Use worldInverse() for a global inverse.
The resulting Frame has the same referenceFrame() as the Frame and a NULL
constraint().
Returns the world coordinates of the point whose position in the Frame coordinate system is src
(converts from Frame to world).
coordinatesOf() performs the inverse convertion. Use inverseTransformOf() to transform 3D vectors instead of 3D coordinates.
Returns the world transform of the vector whose coordinates in the Frame coordinate system is src
(converts vectors from Frame to world).
transformOf() performs the inverse transformation. Use inverseCoordinatesOf() to transform 3D coordinates instead of 3D vectors.
Returns the Frame coordinates of a point src
defined in the referenceFrame() coordinate system (converts from referenceFrame() to Frame).
localInverseCoordinatesOf() performs the inverse convertion. See also localTransformOf().
Returns the referenceFrame() coordinates of a point src
defined in the Frame coordinate system (converts from Frame to referenceFrame()).
localCoordinatesOf() performs the inverse convertion. See also localInverseTransformOf().
Returns the referenceFrame() transform of a vector src
defined in the Frame coordinate system (converts vectors from Frame to referenceFrame()).
localTransformOf() performs the inverse transformation. See also localInverseCoordinatesOf().
Returns the Frame transform of a vector src
defined in the referenceFrame() coordinate system (converts vectors from referenceFrame() to Frame).
localInverseTransformOf() performs the inverse transformation. See also localCoordinatesOf().
const GLdouble * Frame::matrix | ( | ) | const |
Returns the 4x4 OpenGL transformation matrix represented by the Frame.
This method should be used in conjunction with glMultMatrixd()
to modify the OpenGL modelview matrix from a Frame hierarchy. With this Frame hierarchy:
The associated OpenGL drawing code should look like:
Note the use of nested glPushMatrix()
and glPopMatrix()
blocks to represent the frame hierarchy: leftArm
and rightArm
are both correctly drawn with respect to the body
coordinate system.
This matrix only represents the local Frame transformation (i.e. with respect to the referenceFrame()). Use worldMatrix() to get the full Frame transformation matrix (i.e. from the world to the Frame coordinate system). These two match when the referenceFrame() is NULL
.
The result is only valid until the next call to matrix(), getMatrix(), worldMatrix() or getWorldMatrix(). Use it immediately (as above) or use getMatrix() instead.
|
signal |
This signal is emitted whenever the position() or the orientation() of the Frame is modified.
Connect this signal to any object that must be notified:
Use the QGLViewer::QGLViewerPool() to connect the signal to all the viewers.
NULL
world root frame is encountered): Equal operator.
The referenceFrame() and constraint() pointers are copied.
Quaternion Frame::orientation | ( | ) | const |
Returns the orientation of the Frame, defined in the world coordinate system. See also position(), setOrientation() and rotation().
Vec Frame::position | ( | ) | const |
Returns the position of the Frame, defined in the world coordinate system. See also orientation(), setPosition() and translation().
Translates the Frame so that its position() lies on the line defined by origin
and direction
(defined in the world coordinate system).
Simply uses an orthogonal projection. direction
does not need to be normalized.
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inline |
Returns the reference Frame, in which coordinates system the Frame is defined.
The translation() and rotation() of the Frame are defined with respect to the referenceFrame() coordinate system. A NULL
referenceFrame() (default value) means that the Frame is defined in the world coordinate system.
Use position() and orientation() to recursively convert values along the referenceFrame() chain and to get values expressed in the world coordinate system. The values match when the referenceFrame() is NULL
.
Use setReferenceFrame() to set this value and create a Frame hierarchy. Convenient functions allow you to convert 3D coordinates from one Frame to an other: see coordinatesOf(), localCoordinatesOf(), coordinatesOfIn() and their inverse functions.
Vectors can also be converted using transformOf(), transformOfIn, localTransformOf() and their inverse functions.
void Frame::rotate | ( | Quaternion & | q | ) |
Same as rotate(const Quaternion&) but q
may be modified to satisfy the rotation constraint(). Its new value corresponds to the rotation that has actually been applied to the Frame.
void Frame::rotate | ( | const Quaternion & | q | ) |
Rotates the Frame by q
(defined in the Frame coordinate system): R = R*q.
The rotation actually applied to the Frame may differ from q
since it can be filtered by the constraint(). Use rotate(Quaternion&) or setRotationWithConstraint() to retrieve the filtered rotation value. Use setRotation() to directly rotate the Frame without taking the constraint() into account.
See also translate(const Vec&). Emits the modified() signal.
void Frame::rotate | ( | qreal | q0, |
qreal | q1, | ||
qreal | q2, | ||
qreal | q3 | ||
) |
Same as rotate(const Quaternion&) but with qreal
Quaternion parameters.
void Frame::rotate | ( | qreal & | q0, |
qreal & | q1, | ||
qreal & | q2, | ||
qreal & | q3 | ||
) |
Same as rotate(Quaternion&) but with qreal
Quaternion parameters.
void Frame::rotateAroundPoint | ( | Quaternion & | rotation, |
const Vec & | point | ||
) |
Makes the Frame rotate() by rotation
around point
.
point
is defined in the world coordinate system, while the rotation
axis is defined in the Frame coordinate system.
If the Frame has a constraint(), rotation
is first constrained using Constraint::constrainRotation(). The translation which results from the filtered rotation around point
is then computed and filtered using Constraint::constrainTranslation(). The new rotation
value corresponds to the rotation that has actually been applied to the Frame.
Emits the modified() signal.
void Frame::rotateAroundPoint | ( | const Quaternion & | rotation, |
const Vec & | point | ||
) |
Same as rotateAroundPoint(), but with a const
rotation
Quaternion. Note that the actual rotation may differ since it can be filtered by the constraint().
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inline |
Returns the Frame rotation, defined with respect to the referenceFrame().
Use orientation() to get the result in the world coordinates. These two values are identical when the referenceFrame() is NULL
(default).
See also setRotation() and setRotationWithConstraint().
Returns the current Quaternion orientation. See setRotation().
|
inline |
Sets the constraint() attached to the Frame.
A NULL
value means no constraint. The previous constraint() should be deleted by the calling method if needed.
void Frame::setFromMatrix | ( | const GLdouble | m[4][4] | ) |
This is an overloaded method provided for convenience. Same as setFromMatrix().
void Frame::setFromMatrix | ( | const GLdouble | m[16] | ) |
Sets the Frame from an OpenGL matrix representation (rotation in the upper left 3x3 matrix and translation on the last line).
Hence, if a code fragment looks like:
It is equivalent to write:
Using this conversion, you can benefit from the powerful Frame transformation methods to translate points and vectors to and from the Frame coordinate system to any other Frame coordinate system (including the world coordinate system). See coordinatesOf() and transformOf().
Emits the modified() signal. See also matrix(), getMatrix() and Quaternion::setFromRotationMatrix().
void Frame::setOrientation | ( | const Quaternion & | orientation | ) |
Sets the orientation() of the Frame, defined in the world coordinate system. Emits the modified() signal.
Use setRotation() to define the local frame rotation (with respect to the referenceFrame()). The potential constraint() of the Frame is not taken into account, use setOrientationWithConstraint() instead.
void Frame::setOrientation | ( | qreal | q0, |
qreal | q1, | ||
qreal | q2, | ||
qreal | q3 | ||
) |
Same as setOrientation(), but with qreal
parameters.
void Frame::setOrientationWithConstraint | ( | Quaternion & | orientation | ) |
Same as setOrientation(), but orientation
is modified so that the potential constraint() of the Frame is satisfied. See also setPositionWithConstraint() and setRotationWithConstraint().
void Frame::setPosition | ( | const Vec & | position | ) |
Sets the position() of the Frame, defined in the world coordinate system. Emits the modified() signal.
Use setTranslation() to define the local frame translation (with respect to the referenceFrame()). The potential constraint() of the Frame is not taken into account, use setPositionWithConstraint() instead.
void Frame::setPosition | ( | qreal | x, |
qreal | y, | ||
qreal | z | ||
) |
Same as setPosition(), but with qreal
parameters.
void Frame::setPositionAndOrientation | ( | const Vec & | position, |
const Quaternion & | orientation | ||
) |
Same as successive calls to setPosition() and then setOrientation().
Only one modified() signal is emitted, which is convenient if this signal is connected to a QGLViewer::update() slot. See also setTranslationAndRotation() and setPositionAndOrientationWithConstraint().
void Frame::setPositionAndOrientationWithConstraint | ( | Vec & | position, |
Quaternion & | orientation | ||
) |
Same as setPositionAndOrientation() but position
and orientation
are modified to satisfy the constraint. Emits the modified() signal.
void Frame::setPositionWithConstraint | ( | Vec & | position | ) |
Same as setPosition(), but position
is modified so that the potential constraint() of the Frame is satisfied. See also setOrientationWithConstraint() and setTranslationWithConstraint().
void Frame::setReferenceFrame | ( | const Frame *const | refFrame | ) |
Sets the referenceFrame() of the Frame.
The Frame translation() and rotation() are then defined in the referenceFrame() coordinate system. Use position() and orientation() to express these in the world coordinate system.
Emits the modified() signal if refFrame
differs from the current referenceFrame().
Using this method, you can create a hierarchy of Frames. This hierarchy needs to be a tree, which root is the world coordinate system (i.e. a NULL
referenceFrame()). A warning is printed and no action is performed if setting refFrame
as the referenceFrame() would create a loop in the Frame hierarchy (see settingAsReferenceFrameWillCreateALoop()).
|
inline |
Set the current rotation Quaternion. See rotation() and the different Quaternion constructors. Emits the modified() signal. See also setTranslation() and setRotationWithConstraint().
Sets the rotation() of the Frame, locally defined with respect to the referenceFrame(). Emits the modified() signal.
Use setOrientation() to define the world coordinates orientation(). The potential constraint() of the Frame is not taken into account, use setRotationWithConstraint() instead.
void Frame::setRotation | ( | qreal | q0, |
qreal | q1, | ||
qreal | q2, | ||
qreal | q3 | ||
) |
Same as setRotation() but with qreal
Quaternion parameters.
void Frame::setRotationWithConstraint | ( | Quaternion & | rotation | ) |
Same as setRotation(), but rotation
is modified so that the potential constraint() of the Frame is satisfied.
Emits the modified() signal. See also setTranslationWithConstraint() and setOrientationWithConstraint().
bool Frame::settingAsReferenceFrameWillCreateALoop | ( | const Frame *const | frame | ) |
Returns true
if setting frame
as the Frame's referenceFrame() would create a loop in the Frame hierarchy.
|
inline |
Sets the translation() of the frame, locally defined with respect to the referenceFrame(). Emits the modified() signal.
Use setPosition() to define the world coordinates position(). Use setTranslationWithConstraint() to take into account the potential constraint() of the Frame.
void Frame::setTranslation | ( | qreal | x, |
qreal | y, | ||
qreal | z | ||
) |
Same as setTranslation(), but with qreal
parameters.
void Frame::setTranslationAndRotation | ( | const Vec & | translation, |
const Quaternion & | rotation | ||
) |
Same as successive calls to setTranslation() and then setRotation().
Only one modified() signal is emitted, which is convenient if this signal is connected to a QGLViewer::update() slot. See also setPositionAndOrientation() and setTranslationAndRotationWithConstraint().
void Frame::setTranslationAndRotationWithConstraint | ( | Vec & | translation, |
Quaternion & | rotation | ||
) |
Same as setTranslationAndRotation(), but translation
and orientation
are modified to satisfy the constraint(). Emits the modified() signal.
void Frame::setTranslationWithConstraint | ( | Vec & | translation | ) |
Same as setTranslation(), but translation
is modified so that the potential constraint() of the Frame is satisfied.
Emits the modified() signal. See also setRotationWithConstraint() and setPositionWithConstraint().
Returns the Frame transform of a vector src
defined in the world coordinate system (converts vectors from world to Frame).
inverseTransformOf() performs the inverse transformation. coordinatesOf() converts 3D coordinates instead of 3D vectors (here only the rotational part of the transformation is taken into account).
See the frameTransform example for an illustration.
Returns the Frame transform of the vector whose coordinates in the from
coordinate system is src
(converts vectors from from
to Frame).
transformOfIn() performs the inverse transformation.
Returns the in
transform of the vector whose coordinates in the Frame coordinate system is src
(converts vectors from Frame to in
).
transformOfFrom() performs the inverse transformation.
void Frame::translate | ( | Vec & | t | ) |
Same as translate(const Vec&) but t
may be modified to satisfy the translation constraint(). Its new value corresponds to the translation that has actually been applied to the Frame.
void Frame::translate | ( | const Vec & | t | ) |
Translates the Frame of t
(defined in the Frame coordinate system).
The translation actually applied to the Frame may differ from t
since it can be filtered by the constraint(). Use translate(Vec&) or setTranslationWithConstraint() to retrieve the filtered translation value. Use setTranslation() to directly translate the Frame without taking the constraint() into account.
See also rotate(const Quaternion&). Emits the modified() signal.
void Frame::translate | ( | qreal | x, |
qreal | y, | ||
qreal | z | ||
) |
Same as translate(const Vec&) but with qreal
parameters.
void Frame::translate | ( | qreal & | x, |
qreal & | y, | ||
qreal & | z | ||
) |
Same as translate(Vec&) but with qreal
parameters.
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inline |
Returns the Frame translation, defined with respect to the referenceFrame().
Use position() to get the result in the world coordinates. These two values are identical when the referenceFrame() is NULL
(default).
See also setTranslation() and setTranslationWithConstraint().
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inline |
Returns the inverse() of the Frame world transformation.
The orientation() of the new Frame is the Quaternion::inverse() of the original orientation. Its position() is the negated and inverse rotated image of the original position.
The result Frame has a NULL
referenceFrame() and a NULL
constraint().
Use inverse() for a local (i.e. with respect to referenceFrame()) transformation inverse.
const GLdouble * Frame::worldMatrix | ( | ) | const |
Returns the 4x4 OpenGL transformation matrix represented by the Frame.
This method should be used in conjunction with glMultMatrixd()
to modify the OpenGL modelview matrix from a Frame:
This matrix represents the global Frame transformation: the entire referenceFrame() hierarchy is taken into account to define the Frame transformation from the world coordinate system. Use matrix() to get the local Frame transformation matrix (i.e. defined with respect to the referenceFrame()). These two match when the referenceFrame() is NULL
.
The OpenGL format of the result is the transpose of the actual mathematical European representation (translation is on the last line instead of the last column).
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private |
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private |