cgmath/src/transform.rs

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// Copyright 2014 The CGMath Developers. For a full listing of the authors,
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// refer to the Cargo.toml file at the top-level directory of this distribution.
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//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
use std::fmt;
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use approx::ApproxEq;
use matrix::*;
use num::*;
use point::*;
use ray::Ray;
use rotation::*;
use std::marker::PhantomFn;
use vector::*;
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/// A trait representing an [affine
/// transformation](https://en.wikipedia.org/wiki/Affine_transformation) that
/// can be applied to points or vectors. An affine transformation is one which
pub trait Transform<S: BaseNum, V: Vector<S>, P: Point<S, V>>: Sized + PhantomFn<S> {
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/// Create an identity transformation. That is, a transformation which
/// does nothing.
fn identity() -> Self;
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/// Create a transformation that rotates a vector to look at `center` from
/// `eye`, using `up` for orientation.
fn look_at(eye: &P, center: &P, up: &V) -> Self;
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/// Transform a vector using this transform.
fn transform_vector(&self, vec: &V) -> V;
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/// Transform a point using this transform.
fn transform_point(&self, point: &P) -> P;
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/// Transform a ray using this transform.
#[inline]
fn transform_ray(&self, ray: &Ray<P,V>) -> Ray<P, V> {
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Ray::new(self.transform_point(&ray.origin), self.transform_vector(&ray.direction))
}
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/// Transform a vector as a point using this transform.
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#[inline]
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fn transform_as_point(&self, vec: &V) -> V {
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self.transform_point(&Point::from_vec(vec)).to_vec()
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}
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/// Combine this transform with another, yielding a new transformation
/// which has the effects of both.
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fn concat(&self, other: &Self) -> Self;
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/// Create a transform that "un-does" this one.
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fn invert(&self) -> Option<Self>;
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/// Combine this transform with another, in-place.
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#[inline]
fn concat_self(&mut self, other: &Self) {
*self = Transform::concat(self, other);
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}
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/// Invert this transform in-place, failing if the transformation is not
/// invertible.
#[inline]
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fn invert_self(&mut self) {
*self = self.invert().unwrap()
}
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}
/// A generic transformation consisting of a rotation,
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/// displacement vector and scale amount.
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#[derive(Copy, Clone, RustcEncodable, RustcDecodable)]
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pub struct Decomposed<S, V, R> {
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pub scale: S,
pub rot: R,
pub disp: V,
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}
impl<
S: BaseFloat,
V: Vector<S>,
P: Point<S, V>,
R: Rotation<S, V, P>,
> Transform<S, V, P> for Decomposed<S, V, R> {
#[inline]
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fn identity() -> Decomposed<S, V, R> {
Decomposed {
scale: one(),
rot: Rotation::identity(),
disp: zero(),
}
}
#[inline]
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fn look_at(eye: &P, center: &P, up: &V) -> Decomposed<S, V, R> {
let origin: P = Point::origin();
let rot: R = Rotation::look_at(&center.sub_p(eye), up);
let disp: V = rot.rotate_vector(&origin.sub_p(eye));
Decomposed {
scale: one(),
rot: rot,
disp: disp,
}
}
#[inline]
fn transform_vector(&self, vec: &V) -> V {
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self.rot.rotate_vector(&vec.mul_s(self.scale.clone()))
}
#[inline]
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fn transform_point(&self, point: &P) -> P {
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self.rot.rotate_point(&point.mul_s(self.scale.clone())).add_v(&self.disp)
}
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fn concat(&self, other: &Decomposed<S, V, R>) -> Decomposed<S, V, R> {
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Decomposed {
scale: self.scale * other.scale,
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rot: self.rot.concat(&other.rot),
disp: self.transform_as_point(&other.disp),
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}
}
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fn invert(&self) -> Option<Decomposed<S, V, R>> {
if self.scale.approx_eq(&zero()) {
None
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} else {
let s = one::<S>() / self.scale;
let r = self.rot.invert();
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let d = r.rotate_vector(&self.disp).mul_s(-s);
Some(Decomposed {
scale: s,
rot: r,
disp: d,
})
}
}
}
pub trait Transform2<S>: Transform<S, Vector2<S>, Point2<S>> + ToMatrix3<S> {}
pub trait Transform3<S>: Transform<S, Vector3<S>, Point3<S>> + ToMatrix4<S> {}
impl<
S: BaseFloat + 'static,
R: Rotation2<S>,
> ToMatrix3<S> for Decomposed<S, Vector2<S>, R> {
fn to_matrix3(&self) -> Matrix3<S> {
let mut m = self.rot.to_matrix2().mul_s(self.scale.clone()).to_matrix3();
m.z = self.disp.extend(one());
m
}
}
impl<
S: BaseFloat + 'static,
R: Rotation3<S>,
> ToMatrix4<S> for Decomposed<S, Vector3<S>, R> {
fn to_matrix4(&self) -> Matrix4<S> {
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let mut m = self.rot.to_matrix3().mul_s(self.scale.clone()).to_matrix4();
m.w = self.disp.extend(one());
m
}
}
impl<
S: BaseFloat + 'static,
R: Rotation2<S>,
> Transform2<S> for Decomposed<S, Vector2<S>, R> {}
impl<
S: BaseFloat + 'static,
R: Rotation3<S>,
> Transform3<S> for Decomposed<S, Vector3<S>, R> {}
impl<
S: BaseFloat,
R: fmt::Debug + Rotation3<S>,
> fmt::Debug for Decomposed<S, Vector3<S>, R> {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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write!(f, "(scale({:?}), rot({:?}), disp{:?})",
self.scale, self.rot, self.disp)
}
}
/// A homogeneous transformation matrix.
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#[derive(Copy, Clone, RustcEncodable, RustcDecodable)]
pub struct AffineMatrix3<S> {
pub mat: Matrix4<S>,
}
impl<S: BaseFloat + 'static> Transform<S, Vector3<S>, Point3<S>> for AffineMatrix3<S> {
#[inline]
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fn identity() -> AffineMatrix3<S> {
AffineMatrix3 { mat: Matrix4::identity() }
}
#[inline]
fn look_at(eye: &Point3<S>, center: &Point3<S>, up: &Vector3<S>) -> AffineMatrix3<S> {
AffineMatrix3 { mat: Matrix4::look_at(eye, center, up) }
}
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#[inline]
fn transform_vector(&self, vec: &Vector3<S>) -> Vector3<S> {
self.mat.mul_v(&vec.extend(zero())).truncate()
}
#[inline]
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fn transform_point(&self, point: &Point3<S>) -> Point3<S> {
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Point3::from_homogeneous(&self.mat.mul_v(&point.to_homogeneous()))
}
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#[inline]
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fn concat(&self, other: &AffineMatrix3<S>) -> AffineMatrix3<S> {
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AffineMatrix3 { mat: self.mat.mul_m(&other.mat) }
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}
#[inline]
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fn invert(&self) -> Option<AffineMatrix3<S>> {
self.mat.invert().map(|m| AffineMatrix3{ mat: m })
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}
}
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impl<S: BaseNum> ToMatrix4<S> for AffineMatrix3<S> {
#[inline] fn to_matrix4(&self) -> Matrix4<S> { self.mat.clone() }
}
impl<S: BaseFloat + 'static> Transform3<S> for AffineMatrix3<S> {}
/// A trait that allows extracting components (rotation, translation, scale)
/// from an arbitrary transformations
pub trait ToComponents<S, V: Vector<S>, P: Point<S, V>, R: Rotation<S, V, P>>: PhantomFn<(S, P)> {
/// Extract the (scale, rotation, translation) triple
fn decompose(&self) -> (V, R, V);
}
pub trait ToComponents2<S, R: Rotation2<S>>:
ToComponents<S, Vector2<S>, Point2<S>, R> {}
pub trait ToComponents3<S, R: Rotation3<S>>:
ToComponents<S, Vector3<S>, Point3<S>, R> {}
pub trait CompositeTransform<S, V: Vector<S>, P: Point<S, V>, R: Rotation<S, V, P>>:
Transform<S, V, P> + ToComponents<S, V, P, R> {}
pub trait CompositeTransform2<S, R: Rotation2<S>>:
Transform2<S> + ToComponents2<S, R> {}
pub trait CompositeTransform3<S, R: Rotation3<S>>:
Transform3<S> + ToComponents3<S, R> {}
impl<
S: BaseFloat,
V: Vector<S> + Clone,
P: Point<S, V>,
R: Rotation<S, V, P> + Clone,
> ToComponents<S, V, P, R> for Decomposed<S, V, R> {
fn decompose(&self) -> (V, R, V) {
(Vector::from_value(self.scale), self.rot.clone(), self.disp.clone())
}
}
impl<
S: BaseFloat,
R: Rotation2<S> + Clone,
> ToComponents2<S, R> for Decomposed<S, Vector2<S>, R> {}
impl<
S: BaseFloat,
R: Rotation3<S> + Clone,
> ToComponents3<S, R> for Decomposed<S, Vector3<S>, R> {}
impl<
S: BaseFloat + 'static,
R: Rotation2<S> + Clone,
> CompositeTransform2<S, R> for Decomposed<S, Vector2<S>, R> {}
impl<
S: BaseFloat + 'static,
R: Rotation3<S> + Clone,
> CompositeTransform3<S, R> for Decomposed<S, Vector3<S>, R> {}