Touch up docs for Rotation

This commit is contained in:
Corey Richardson 2014-05-25 04:10:44 -07:00
parent 7416e5ce14
commit 27488b0dbc
2 changed files with 34 additions and 12 deletions

View file

@ -22,6 +22,7 @@
#![feature(globs)]
#![feature(macro_rules)]
//! Computer graphics-centric math.
pub use array::Array;
mod array;

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@ -25,7 +25,8 @@ use ray::Ray;
use vector::{Vector, Vector2, Vector3};
use partial_ord::{PartOrdPrim, PartOrdFloat};
/// A trait for generic rotation
/// A trait for a generic rotation. A rotation is a transformation that
/// creates a circular motion, and preserves at least one point in the space.
pub trait Rotation
<
S: PartOrdPrim,
@ -36,22 +37,27 @@ pub trait Rotation
: Eq
+ ApproxEq<S>
{
/// Create the identity transform (causes no transformation).
fn identity() -> Self;
/// Create a rotation to a given direction with an 'up' vector
fn look_at(dir: &V, up: &V) -> Self;
/// Create a shortest rotation to transform vector 'a' into 'b'.
/// Both given vectors are assumed to have unit length.
fn between_vectors(a: &V, b: &V) -> Self;
/// Rotate a vector using this rotation.
fn rotate_vector(&self, vec: &V) -> V;
/// Rotate a point using this rotation, by converting it to its
/// representation as a vector.
#[inline]
fn rotate_point(&self, point: &P) -> P {
Point::from_vec( &self.rotate_vector( &point.to_vec() ) )
}
/// Rotate a ray using this rotation.
#[inline]
fn rotate_ray(&self, ray: &Ray<P,V>) -> Ray<P,V> {
Ray::new( //FIXME: use clone derived from Array
@ -59,21 +65,27 @@ pub trait Rotation
self.rotate_vector(&ray.direction) )
}
/// Create a new rotation which combines both this rotation, and another.
fn concat(&self, other: &Self) -> Self;
/// Create a new rotation which "un-does" this rotation. That is,
/// `r.concat(r.invert())` is the identity.
fn invert(&self) -> Self;
/// Modify this rotation in-place by combining it with another.
#[inline]
fn concat_self(&mut self, other: &Self) {
*self = self.concat(other);
}
/// Invert this rotation in-place.
#[inline]
fn invert_self(&mut self) {
*self = self.invert();
}
}
/// A two-dimensional rotation
/// A two-dimensional rotation.
pub trait Rotation2
<
S
@ -82,12 +94,12 @@ pub trait Rotation2
+ ToMatrix2<S>
+ ToBasis2<S>
{
// Create a rotation by a given angle. Thus is a redundant case of both
// from_axis_angle() and from_euler() for 2D space.
/// Create a rotation by a given angle. Thus is a redundant case of both
/// from_axis_angle() and from_euler() for 2D space.
fn from_angle(theta: Rad<S>) -> Self;
}
/// A three-dimensional rotation
/// A three-dimensional rotation.
pub trait Rotation3
<
S: Primitive
@ -97,7 +109,7 @@ pub trait Rotation3
+ ToBasis3<S>
+ ToQuaternion<S>
{
/// Create a rotation around a given axis.
/// Create a rotation using an angle around a given axis.
fn from_axis_angle(axis: &Vector3<S>, angle: Rad<S>) -> Self;
/// Create a rotation from a set of euler angles.
@ -109,17 +121,19 @@ pub trait Rotation3
/// - `z`: the angular rotation around the `z` axis (roll).
fn from_euler(x: Rad<S>, y: Rad<S>, z: Rad<S>) -> Self;
/// Create a rotation matrix from a rotation around the `x` axis (pitch).
/// Create a rotation from an angle around the `x` axis (pitch).
#[inline]
fn from_angle_x(theta: Rad<S>) -> Self {
Rotation3::from_axis_angle( &Vector3::unit_x(), theta )
}
/// Create a rotation from an angle around the `y` axis (yaw).
#[inline]
fn from_angle_y(theta: Rad<S>) -> Self {
Rotation3::from_axis_angle( &Vector3::unit_y(), theta )
}
/// Create a rotation from an angle around the `z` axis (roll).
#[inline]
fn from_angle_z(theta: Rad<S>) -> Self {
Rotation3::from_axis_angle( &Vector3::unit_z(), theta )
@ -139,11 +153,14 @@ pub struct Basis2<S> {
}
impl<S: Float> Basis2<S> {
/// Coerce to a `Matrix2`
#[inline]
pub fn as_matrix2<'a>(&'a self) -> &'a Matrix2<S> { &'a self.mat }
}
/// Represents types which can be converted to a rotation matrix.
pub trait ToBasis2<S: Float> {
/// Convert this type to a rotation matrix.
fn to_rot2(&self) -> Basis2<S>;
}
@ -171,7 +188,7 @@ Rotation<S, [S, ..2], Vector2<S>, Point2<S>> for Basis2<S> {
fn between_vectors(a: &Vector2<S>, b: &Vector2<S>) -> Basis2<S> {
Rotation2::from_angle( acos(a.dot(b)) )
}
#[inline]
fn rotate_vector(&self, vec: &Vector2<S>) -> Vector2<S> { self.mat.mul_v(vec) }
@ -218,16 +235,20 @@ pub struct Basis3<S> {
impl<S: PartOrdFloat<S>>
Basis3<S> {
/// Create a new rotation matrix from a quaternion.
#[inline]
pub fn from_quaternion(quaternion: &Quaternion<S>) -> Basis3<S> {
Basis3 { mat: quaternion.to_matrix3() }
}
/// Coerce to a `Matrix3`
#[inline]
pub fn as_matrix3<'a>(&'a self) -> &'a Matrix3<S> { &'a self.mat }
}
/// Represents types which can be converted to a rotation matrix.
pub trait ToBasis3<S: Float> {
/// Convert this type to a rotation matrix.
fn to_rot3(&self) -> Basis3<S>;
}
@ -262,7 +283,7 @@ Rotation<S, [S, ..3], Vector3<S>, Point3<S>> for Basis3<S> {
let q: Quaternion<S> = Rotation::between_vectors(a, b);
q.to_rot3()
}
#[inline]
fn rotate_vector(&self, vec: &Vector3<S>) -> Vector3<S> { self.mat.mul_v(vec) }