refactor: unify Object signal system, update property connections, and integrate Eigen3 into Root module
This commit is contained in:
@@ -23,8 +23,6 @@
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//////////////////////////////////////////////////////////////////////////////*/
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/*
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* Copyright (C) 2012 Andrea Rigoni Garola <andrea.rigoni@pd.infn.it>
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*
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@@ -45,142 +43,120 @@
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*
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*/
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#ifndef U_TRANSFORM_H
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#define U_TRANSFORM_H
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#include <Eigen/Geometry>
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#include "Math/Units.h"
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#include "Math/Dense.h"
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#include "Math/Units.h"
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#include <Eigen/Geometry>
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namespace uLib {
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using Eigen::Isometry3f;
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using Eigen::Isometry3d;
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using Eigen::Isometry3f;
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using Eigen::Affine3f;
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using Eigen::Affine3d;
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using Eigen::Affine3f;
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using Eigen::Projective3f;
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using Eigen::Projective3d;
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using Eigen::Projective3f;
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////////////////////////////////////////////////////////////////////////////////
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///////// AFFINE TRANSFORM WRAPPER //////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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class AffineTransform : virtual public Object {
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public:
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uLibTypeMacro(AffineTransform, Object)
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protected:
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uLibTypeMacro(AffineTransform, Object) protected :
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Affine3f m_T;
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AffineTransform *m_Parent;
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Affine3f m_T;
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AffineTransform *m_Parent;
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public:
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AffineTransform() :
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m_T(Matrix4f::Identity()),
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m_Parent(NULL)
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{}
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AffineTransform() : m_T(Matrix4f::Identity()), m_Parent(NULL) {}
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AffineTransform(AffineTransform *parent) :
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m_T(Matrix4f::Identity()),
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m_Parent(parent)
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{}
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AffineTransform(AffineTransform *parent)
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: m_T(Matrix4f::Identity()), m_Parent(parent) {}
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AffineTransform(const AffineTransform ©) :
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m_T(copy.m_T),
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m_Parent(copy.m_Parent)
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{}
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AffineTransform(const AffineTransform ©)
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: m_T(copy.m_T), m_Parent(copy.m_Parent) {}
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Affine3f& GetTransform() { return m_T; }
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Affine3f &GetTransform() { return m_T; }
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AffineTransform *GetParent() const { return this->m_Parent; }
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AffineTransform *GetParent() const { return this->m_Parent; }
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void SetParent(AffineTransform *name) { this->m_Parent = name; }
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void SetParent(AffineTransform *name) { this->m_Parent = name; }
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void SetMatrix (const Matrix4f &mat) { m_T.matrix() = mat; }
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Matrix4f& GetMatrix () { return m_T.matrix(); }
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const Matrix4f& GetMatrix () const { return m_T.matrix(); }
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void SetMatrix(const Matrix4f &mat) { m_T.matrix() = mat; }
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Matrix4f &GetMatrix() { return m_T.matrix(); }
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const Matrix4f &GetMatrix() const { return m_T.matrix(); }
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Matrix4f GetWorldMatrix() const
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{
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if(!m_Parent) return m_T.matrix();
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else return m_Parent->GetWorldMatrix() * m_T.matrix(); // T = B * A //
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}
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Matrix4f GetWorldMatrix() const {
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if (!m_Parent)
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return m_T.matrix();
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else
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return m_Parent->GetWorldMatrix() * m_T.matrix(); // T = B * A //
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}
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void SetWorldMatrix(const Matrix4f &mat)
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{
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if(!m_Parent) m_T.matrix() = mat;
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else m_T.matrix() = m_Parent->GetWorldMatrix().inverse() * mat;
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}
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void SetWorldMatrix(const Matrix4f &mat) {
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if (!m_Parent)
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m_T.matrix() = mat;
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else
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m_T.matrix() = m_Parent->GetWorldMatrix().inverse() * mat;
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}
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void SetPosition(const Vector3f &v) { this->m_T.translation() = v; }
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void SetPosition(const Vector3f &v) { this->m_T.translation() = v; }
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Vector3f GetPosition() const { return this->m_T.translation(); }
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Vector3f GetPosition() const { return this->m_T.translation(); }
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void SetRotation(const Matrix3f &m) { this->m_T.linear() = m; }
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void SetRotation(const Matrix3f &m) { this->m_T.linear() = m; }
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Matrix3f GetRotation() const { return this->m_T.rotation(); }
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Matrix3f GetRotation() const { return this->m_T.rotation(); }
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void Translate(const Vector3f &v) { this->m_T.translate(v); }
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void Translate(const Vector3f &v) { this->m_T.translate(v); }
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void Scale(const Vector3f &v) { this->m_T.scale(v); }
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void Scale(const Vector3f &v) { this->m_T.scale(v); }
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Vector3f GetScale() const {
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return Vector3f(this->m_T.linear().col(0).norm(),
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this->m_T.linear().col(1).norm(),
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this->m_T.linear().col(2).norm());
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}
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Vector3f GetScale() const {
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return Vector3f(this->m_T.linear().col(0).norm(),
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this->m_T.linear().col(1).norm(),
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this->m_T.linear().col(2).norm());
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}
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void Rotate(const Matrix3f &m) { this->m_T.rotate(m); }
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void Rotate(const Matrix3f &m) { this->m_T.rotate(m); }
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void Rotate(const float angle, Vector3f axis) {
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axis.normalize(); // prehaps not necessary ( see eigens )
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Eigen::AngleAxisf ax(angle, axis);
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this->m_T.rotate(Eigen::Quaternion<float>(ax));
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}
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void Rotate(const float angle, Vector3f axis)
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{
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axis.normalize(); // prehaps not necessary ( see eigens )
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Eigen::AngleAxisf ax(angle,axis);
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this->m_T.rotate(Eigen::Quaternion<float>(ax));
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}
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void Rotate(const Vector3f euler_axis) {
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float angle = euler_axis.norm();
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Rotate(angle, euler_axis);
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}
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void Rotate(const Vector3f euler_axis) {
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float angle = euler_axis.norm();
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Rotate(angle,euler_axis);
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}
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void PreRotate(const Matrix3f &m) { this->m_T.prerotate(m); }
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void PreRotate(const Matrix3f &m) { this->m_T.prerotate(m); }
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void QuaternionRotate(const Vector4f &q) {
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this->m_T.rotate(Eigen::Quaternion<float>(q));
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}
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void QuaternionRotate(const Vector4f &q)
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{ this->m_T.rotate(Eigen::Quaternion<float>(q)); }
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void EulerYZYRotate(const Vector3f &e) {
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Matrix3f mat;
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mat = Eigen::AngleAxisf(e.x(), Vector3f::UnitY()) *
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Eigen::AngleAxisf(e.y(), Vector3f::UnitZ()) *
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Eigen::AngleAxisf(e.z(), Vector3f::UnitY());
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m_T.rotate(mat);
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}
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void EulerYZYRotate(const Vector3f &e) {
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Matrix3f mat;
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mat = Eigen::AngleAxisf(e.x(), Vector3f::UnitY())
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* Eigen::AngleAxisf(e.y(), Vector3f::UnitZ())
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* Eigen::AngleAxisf(e.z(), Vector3f::UnitY());
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m_T.rotate(mat);
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}
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void FlipAxes(int first, int second)
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{
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Matrix3f mat = Matrix3f::Identity();
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mat.col(first).swap(mat.col(second));
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m_T.rotate(mat);
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}
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void FlipAxes(int first, int second) {
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Matrix3f mat = Matrix3f::Identity();
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mat.col(first).swap(mat.col(second));
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m_T.rotate(mat);
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}
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};
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////////////////////////////////////////////////////////////////////////////////
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///////// TRS PARAMETERS /////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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@@ -189,116 +165,99 @@ typedef Eigen::Affine3f AffineMatrix;
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class TRS : public AffineTransform {
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uLibTypeMacro(TRS, AffineTransform)
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ULIB_SERIALIZE_ACCESS
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uLibTypeMacro(TRS, AffineTransform) ULIB_SERIALIZE_ACCESS
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// ULIB_DECLARE_PROPERTIES(TRS)
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public:
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public :
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Vector3f position = Vector3f::Zero();
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Vector3f rotation = Vector3f::Zero();
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Vector3f scaling = Vector3f::Ones();
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Vector3f rotation = Vector3f::Zero();
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Vector3f scaling = Vector3f::Ones();
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TRS() = default;
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TRS() = default;
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TRS(const class AffineTransform& at) {
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this->FromMatrix(at.GetMatrix());
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}
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TRS(const class AffineTransform &at) { this->FromMatrix(at.GetMatrix()); }
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TRS(const Matrix4f& mat) {
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this->FromMatrix(mat);
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}
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TRS(const Matrix4f &mat) { this->FromMatrix(mat); }
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void FromMatrix(const Matrix4f& mat) {
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this->position = mat.block<3,1>(0,3);
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Matrix3f linear = mat.block<3,3>(0,0);
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this->scaling(0) = linear.col(0).norm();
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this->scaling(1) = linear.col(1).norm();
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this->scaling(2) = linear.col(2).norm();
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Matrix3f rot = linear;
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if (this->scaling(0) > 1e-6) rot.col(0) /= this->scaling(0);
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if (this->scaling(1) > 1e-6) rot.col(1) /= this->scaling(1);
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if (this->scaling(2) > 1e-6) rot.col(2) /= this->scaling(2);
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Vector3f euler = rot.eulerAngles(2, 1, 0);
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this->rotation = Vector3f(euler(2), euler(1), euler(0));
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this->SetMatrix(mat);
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this->NotifyPropertiesUpdated();
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}
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void FromMatrix(const Matrix4f &mat) {
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this->position = mat.block<3, 1>(0, 3);
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void SetPosition(const Vector3f &v) {
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position = v;
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this->AffineTransform::SetPosition(v);
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}
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void SetRotation(const Vector3f &v) {
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rotation = v;
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this->SyncMatrix();
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}
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void SetOrientation(const Vector3f &v) { SetRotation(v); }
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void SetScale(const Vector3f &v) {
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scaling = v;
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this->SyncMatrix();
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}
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Matrix3f linear = mat.block<3, 3>(0, 0);
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this->scaling(0) = linear.col(0).norm();
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this->scaling(1) = linear.col(1).norm();
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this->scaling(2) = linear.col(2).norm();
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void SyncMatrix() {
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this->GetTransform() = GetAffineMatrix();
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}
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Matrix3f rot = linear;
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if (this->scaling(0) > 1e-6)
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rot.col(0) /= this->scaling(0);
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if (this->scaling(1) > 1e-6)
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rot.col(1) /= this->scaling(1);
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if (this->scaling(2) > 1e-6)
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rot.col(2) /= this->scaling(2);
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void Updated() override {
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this->SyncMatrix();
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this->NotifyPropertiesUpdated();
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this->AffineTransform::Updated();
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}
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Vector3f euler = rot.canonicalEulerAngles(2, 1, 0);
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this->rotation = Vector3f(euler(2), euler(1), euler(0));
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template <class ArchiveT>
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void serialize(ArchiveT & ar, const unsigned int version) {
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ar & HRPU(position, "mm");
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ar & HRPU(rotation, "rad");
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ar & HRP(scaling);
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}
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this->SetMatrix(mat);
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this->NotifyPropertiesUpdated();
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}
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AffineMatrix GetAffineMatrix() const {
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AffineMatrix m = AffineMatrix::Identity();
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m.translate(position);
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m.rotate(Eigen::AngleAxisf(rotation.z(), Vector3f::UnitZ()));
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m.rotate(Eigen::AngleAxisf(rotation.y(), Vector3f::UnitY()));
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m.rotate(Eigen::AngleAxisf(rotation.x(), Vector3f::UnitX()));
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m.scale(scaling);
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return m;
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}
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void SetPosition(const Vector3f &v) {
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position = v;
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this->AffineTransform::SetPosition(v);
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}
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Matrix4f GetMatrix() const {
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return this->GetAffineMatrix().matrix();
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}
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void SetRotation(const Vector3f &v) {
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rotation = v;
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this->SyncMatrix();
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}
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void SetOrientation(const Vector3f &v) { SetRotation(v); }
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void SetScale(const Vector3f &v) {
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scaling = v;
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this->SyncMatrix();
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}
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void SyncMatrix() { this->GetTransform() = GetAffineMatrix(); }
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void Updated() override {
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this->SyncMatrix();
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this->NotifyPropertiesUpdated();
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this->AffineTransform::Updated();
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}
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template <class ArchiveT>
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void serialize(ArchiveT &ar, const unsigned int version) {
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ar &HRPU(position, "mm");
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ar &HRPU(rotation, "rad");
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ar &HRP(scaling);
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}
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AffineMatrix GetAffineMatrix() const {
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AffineMatrix m = AffineMatrix::Identity();
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m.translate(position);
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m.rotate(Eigen::AngleAxisf(rotation.z(), Vector3f::UnitZ()));
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m.rotate(Eigen::AngleAxisf(rotation.y(), Vector3f::UnitY()));
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m.rotate(Eigen::AngleAxisf(rotation.x(), Vector3f::UnitX()));
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m.scale(scaling);
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return m;
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}
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Matrix4f GetMatrix() const { return this->GetAffineMatrix().matrix(); }
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};
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inline std::ostream& operator<<(std::ostream& os, const TRS& trs) {
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os << trs.position << " " << trs.rotation << " " << trs.scaling;
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return os;
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inline std::ostream &operator<<(std::ostream &os, const TRS &trs) {
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os << trs.position << " " << trs.rotation << " " << trs.scaling;
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return os;
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}
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inline std::istream& operator>>(std::istream& is, TRS& trs) {
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is >> trs.position >> trs.rotation >> trs.scaling;
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return is;
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inline std::istream &operator>>(std::istream &is, TRS &trs) {
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is >> trs.position >> trs.rotation >> trs.scaling;
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return is;
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}
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} // uLib
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} // namespace uLib
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#endif//U_TRANSFORM_H
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#endif // U_TRANSFORM_H
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