/* * Ray++ - Object-oriented ray tracing library * Copyright (C) 1998-2001 Martin Reinecke and others. * See the AUTHORS file for more information. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the Free * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * * See the README file for more information. */ #ifndef RAYPP_TRANSFORMABLE_H #define RAYPP_TRANSFORMABLE_H #include "config/config.h" #include "kernel/transform.h" namespace RAYPP { class VECTOR; /** \class TRANSFORMABLE kernel/transformable.h kernel/transformable.h This class is inherited by all classes that describe things in 3D-space. It allows to apply any linear 3D transformation to an object. Degenerate transformations must not be used. */ class TRANSFORMABLE { public: /*! virtual destructor to ensure proper deallocation of dynamically allocated objects */ virtual ~TRANSFORMABLE () {} /*! This function must apply the linear transformation trans to the object. */ virtual void Transform (const TRANSFORM &trans) = 0; /*! Frontend for Transform(). Translates the object by vec. */ void Translate (const VECTOR &vec) { Transform (Translation_Transform (vec)); } /*! Frontend for Transform(). Rotates the object first vec.x degrees around the x-axis, then vec.y degrees around the y-axis, then vec.z degrees around the z-axis (left-handed rotation). */ void Rotate (const VECTOR &vec) { Transform (Rotation_Transform (vec)); } /*! Frontend for Transform(). Scales the object by vec. The vector elements must be positive. */ void Scale (const VECTOR &vec) { Transform (Scaling_Transform (vec)); } /*! Frontend for Transform(). Scales the object by val. val must be positive. */ void Scale (float8 val) { Transform (Scaling_Transform (VECTOR (val, val, val))); } /*! Frontend for Transform(). Rotates the object angle degrees around the vector axis. */ void Axis_Rotate (const VECTOR &axis, float8 angle) { Transform (Axis_Rotation_Transform (axis, angle)); } /*! Frontend for Transform(). Performs a shearing transformation on the object. The transformation looks as follows: \code xnew = x + xy*y + xz*z ynew = yx*x + y + yz*z znew = zx*x + zy*y + z \endcode */ void Shear (float4 xy, float4 xz, float4 yx, float4 yz, float4 zx, float4 zy) { Transform (Shearing_Transform (xy, xz, yx, yz, zx, zy)); } }; } // namespace RAYPP #endif