2021-09-03 16:56:57 +00:00
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/*##############################################################################
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## Author: Shaun Reed ##
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2022-03-06 16:54:05 +00:00
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## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
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2021-09-03 16:56:57 +00:00
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## About: Transform3D class to represent object position in 3D space ##
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## From following tutorials at trentreed.net ##
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## ##
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## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
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##############################################################################*/
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#ifndef QTK_TRANSFORM3D_H
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#define QTK_TRANSFORM3D_H
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#include <QDebug>
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#include <QMatrix4x4>
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#include <QQuaternion>
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#include <QVector3D>
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class Transform3D
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{
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public:
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// Constructors
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inline Transform3D() : m_dirty(true),
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mScale(1.0f, 1.0f, 1.0f),
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mTranslation(0.0f, 0.0f, 0.0f) { }
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//
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// Transformations
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void translate(const QVector3D & dt);
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inline void translate(float dx, float dy, float dz)
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{ translate(QVector3D(dx, dy, dz));}
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// Scale object with multiplication
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void scale(const QVector3D & ds);
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inline void scale(float dx, float dy, float dz)
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{ scale(QVector3D(dx, dy, dz));}
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inline void scale(float factor)
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{ scale(QVector3D(factor, factor, factor));}
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// Multiplying by a rotation
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void rotate(const QQuaternion & dr);
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inline void rotate(float angle, const QVector3D & axis)
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{ rotate(QQuaternion::fromAxisAndAngle(axis, angle));}
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inline void rotate(float angle, float ax, float ay, float az)
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{ rotate(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));}
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// Scale object by addition
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void grow(const QVector3D & ds);
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inline void grow(float dx, float dy, float dz)
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{ grow(QVector3D(dx, dy, dz));}
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inline void grow(float factor)
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{ grow(QVector3D(factor, factor, factor));}
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//
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// Setters
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// Set object position
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void setTranslation(const QVector3D & t);
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inline void setTranslation(float x, float y, float z)
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{ setTranslation(QVector3D(x, y, z));}
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// Set object scale
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void setScale(const QVector3D & s);
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inline void setScale(float x, float y, float z)
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{ setScale(QVector3D(x, y, z));}
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inline void setScale(float k)
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{ setScale(QVector3D(k, k, k));}
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// Set object rotation
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void setRotation(const QQuaternion & r);
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inline void setRotation(float angle, const QVector3D & axis)
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{ setRotation(QQuaternion::fromAxisAndAngle(axis, angle));}
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inline void setRotation(float angle, float ax, float ay, float az)
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{ setRotation(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));}
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//
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// Accessors
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inline const QVector3D & translation() const { return mTranslation;}
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inline const QVector3D & scale() const { return mScale; }
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inline const QQuaternion & rotation() const { return mRotation; }
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const QMatrix4x4 & toMatrix();
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QVector3D forward() const;
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QVector3D up() const;
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QVector3D right() const;
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static const QVector3D LocalForward, LocalUp, LocalRight;
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private:
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QVector3D mTranslation;
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QQuaternion mRotation;
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QVector3D mScale;
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QMatrix4x4 mWorld;
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bool m_dirty;
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#ifndef QT_NO_DATASTREAM
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friend QDataStream &operator<<(QDataStream & out, const Transform3D & transform);
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friend QDataStream &operator>>(QDataStream & in, Transform3D & transform);
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#endif
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};
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Q_DECLARE_TYPEINFO(Transform3D, Q_MOVABLE_TYPE);
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// Qt Streams
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#ifndef QT_NO_DEBUG_STREAM
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QDebug operator<<(QDebug dbg, const Transform3D & transform);
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#endif
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#ifndef QT_NO_DATASTREAM
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QDataStream &operator<<(QDataStream & out, const Transform3D & transform);
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QDataStream &operator>>(QDataStream & in, Transform3D & transform);
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#endif
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#endif // QTK_TRANSFORM3D_H
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