Merge pull request #181 from kvark/components

ToComponents trait
This commit is contained in:
Colin Sherratt 2015-03-01 11:51:36 -05:00
commit 6ac2184397
5 changed files with 127 additions and 52 deletions

View file

@ -15,7 +15,7 @@
#![crate_type = "rlib"]
#![crate_type = "dylib"]
#![feature(old_impl_check, plugin, core, hash, std_misc)]
#![feature(old_impl_check, plugin, core, std_misc)]
#![plugin(rand_macros)]
//! Computer graphics-centric math.
@ -37,45 +37,30 @@ extern crate rand;
// Re-exports
pub use array::{Array1, Array2, FixedArray};
pub use array::*;
pub use matrix::*;
pub use quaternion::*;
pub use vector::*;
pub use matrix::Matrix;
pub use matrix::{Matrix2, Matrix3, Matrix4};
pub use matrix::{ToMatrix2, ToMatrix3, ToMatrix4};
pub use quaternion::{Quaternion, ToQuaternion};
pub use vector::{Vector, EuclideanVector};
pub use vector::{Vector2, Vector3, Vector4};
pub use vector::{dot, vec2, vec3, vec4};
pub use angle::{rad, deg};
pub use angle::{Angle, Rad, Deg};
pub use angle::{ToRad, ToDeg};
pub use angle::bisect;
pub use angle::{sin, cos, tan, sin_cos};
pub use angle::{cot, sec, csc};
pub use angle::{acos, asin, atan, atan2};
pub use angle::*;
pub use plane::Plane;
pub use point::{Point, Point2, Point3};
pub use line::{Line, Line2, Line3};
pub use ray::{Ray, Ray2, Ray3};
pub use rotation::{Rotation, Rotation2, Rotation3};
pub use rotation::{Basis3, Basis2};
pub use rotation::{ToBasis2, ToBasis3};
pub use transform::{Transform, Transform3};
pub use transform::{Decomposed, AffineMatrix3};
pub use point::*;
pub use line::*;
pub use ray::*;
pub use rotation::*;
pub use transform::*;
pub use projection::{perspective, frustum, ortho};
pub use projection::{Projection, PerspectiveFov, Perspective, Ortho};
pub use projection::*;
pub use aabb::{Aabb, Aabb2, Aabb3};
pub use aabb::*;
pub use cylinder::Cylinder;
pub use frustum::{Frustum, FrustumPoints};
pub use intersect::Intersect;
pub use obb::{Obb2, Obb3};
pub use obb::*;
pub use sphere::Sphere;
pub use approx::ApproxEq;
pub use num::{PartialOrd, BaseNum, BaseInt, BaseFloat, One, one, Zero, zero};
pub use num::*;
// Modules

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@ -16,9 +16,10 @@
use std::fmt;
use approx::ApproxEq;
use matrix::{Matrix, Matrix4, ToMatrix4};
use matrix::*;
use num::{BaseNum, BaseFloat, zero, one};
use point::{Point, Point3};
use quaternion::*;
use ray::Ray;
use rotation::{Rotation, Rotation3};
use std::marker::PhantomFn;
@ -27,7 +28,7 @@ use vector::{Vector, Vector3};
/// 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> {
pub trait Transform<S: BaseNum, V: Vector<S>, P: Point<S, V>>: Sized + PhantomFn<S> {
/// Create an identity transformation. That is, a transformation which
/// does nothing.
fn identity() -> Self;
@ -44,7 +45,7 @@ pub trait Transform<S: BaseNum, V: Vector<S>, P: Point<S,V>>: Sized + PhantomFn<
/// Transform a ray using this transform.
#[inline]
fn transform_ray(&self, ray: &Ray<P,V>) -> Ray<P,V> {
fn transform_ray(&self, ray: &Ray<P,V>) -> Ray<P, V> {
Ray::new(self.transform_point(&ray.origin), self.transform_vector(&ray.direction))
}
@ -84,7 +85,12 @@ pub struct Decomposed<S, V, R> {
pub disp: V,
}
impl<S: BaseFloat, V: Vector<S>, P: Point<S, V>, R: Rotation<S, V, P>> Transform<S, V, P> for Decomposed<S, V, R> {
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]
fn identity() -> Decomposed<S, V, R> {
Decomposed {
@ -140,9 +146,12 @@ impl<S: BaseFloat, V: Vector<S>, P: Point<S, V>, R: Rotation<S, V, P>> Transform
}
}
pub trait Transform3<S>: Transform<S, Vector3<S>, Point3<S>>+ ToMatrix4<S> {}
pub trait Transform3<S>: Transform<S, Vector3<S>, Point3<S>> + ToMatrix4<S> {}
impl<S: BaseFloat + 'static, R: Rotation3<S>> ToMatrix4<S> for Decomposed<S, Vector3<S>, R> {
impl<
S: BaseFloat + 'static,
R: Rotation3<S>
> ToMatrix4<S> for Decomposed<S, Vector3<S>, R> {
fn to_matrix4(&self) -> Matrix4<S> {
let mut m = self.rot.to_matrix3().mul_s(self.scale.clone()).to_matrix4();
m.w = self.disp.extend(one());
@ -150,9 +159,15 @@ impl<S: BaseFloat + 'static, R: Rotation3<S>> ToMatrix4<S> for Decomposed<S, Vec
}
}
impl<S: BaseFloat, R: Rotation3<S>> Transform3<S> for Decomposed<S,Vector3<S>,R> where S: 'static {}
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> {
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 {
write!(f, "(scale({:?}), rot({:?}), disp{:?})",
self.scale, self.rot, self.disp)
@ -202,3 +217,71 @@ impl<S: BaseNum> ToMatrix4<S> for AffineMatrix3<S> {
}
impl<S: BaseFloat> Transform3<S> for AffineMatrix3<S> where S: 'static {}
/// A trait that allows extracting components (rotation, translation, scale)
/// from an arbitrary transformation/
pub trait ToComponents<S, V: Vector<S>, P: Point<S, V>> {
/// Associated rotation type
type Rotation;
/// Extract translation component
fn to_translation(&self) -> V;
/// Extract rotation component
fn to_rotation(&self) -> Self::Rotation;
/// Extract scale component
fn to_scale(&self) -> V;
}
pub trait ToComponents3<S>: ToComponents<S, Vector3<S>, Point3<S>>
where Self::Rotation: ToMatrix3<S> {}
impl<
S: BaseFloat,
V: Vector<S> + Clone,
P: Point<S, V>,
R: Rotation<S, V, P> + Clone,
> ToComponents<S, V, P> for Decomposed<S, V, R> {
type Rotation = R;
fn to_translation(&self) -> V {
self.disp.clone()
}
fn to_rotation(&self) -> R {
self.rot.clone()
}
fn to_scale(&self) -> V {
Vector::from_value(self.scale)
}
}
impl<
S: BaseFloat,
R: Rotation<S, Vector3<S>, Point3<S>> + Clone + ToMatrix3<S>,
> ToComponents3<S> for Decomposed<S, Vector3<S>, R> {}
impl<
S: BaseFloat + 'static,
> ToComponents<S, Vector3<S>, Point3<S>> for AffineMatrix3<S> {
type Rotation = Quaternion<S>;
fn to_translation(&self) -> Vector3<S> {
Vector3::new(self.mat.w.x, self.mat.w.y, self.mat.w.z)
}
fn to_rotation(&self) -> Quaternion<S> {
Matrix3::new(
self.mat.x.x, self.mat.x.y, self.mat.x.z,
self.mat.y.x, self.mat.y.y, self.mat.y.z,
self.mat.z.x, self.mat.z.y, self.mat.z.z,
).to_quaternion()
}
fn to_scale(&self) -> Vector3<S> {
Vector3::new(self.mat.x.x, self.mat.y.y, self.mat.z.z)
}
}
impl<
S: BaseFloat + 'static,
> ToComponents3<S> for AffineMatrix3<S> {}

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@ -22,11 +22,11 @@
//! vector are also provided:
//!
//! ```rust
//! use cgmath::{Vector2, Vector3, Vector4, one, zero, vec3};
//! use cgmath::{Vector, Vector2, Vector3, Vector4, zero, vec2, vec3};
//!
//! assert_eq!(Vector2::new(1.0f64, 0.0f64), Vector2::unit_x());
//! assert_eq!(vec3(0.0f64, 0.0f64, 0.0f64), zero());
//! assert_eq!(Vector4::from_value(1.0f64), one());
//! assert_eq!(Vector::from_value(1.0f64), vec2(1.0, 1.0));
//! ```
//!
//! Vectors can be manipulated with typical mathematical operations (addition,
@ -76,7 +76,7 @@
//!
//! // Scalar multiplication can return a new object, or be done in place
//! // to avoid an allocation:
//! let mut c: Vector4<f64> = Vector4::from_value(3.0);
//! let mut c: Vector4<f64> = Vector::from_value(3.0);
//! let d: Vector4<f64> = c.mul_s(2.0);
//! c.mul_self_s(2.0);
//! assert_eq!(c, d);
@ -110,6 +110,8 @@ use num::{BaseNum, BaseFloat, Zero, One, zero, one};
/// of these make sense from a linear algebra point of view, but are included
/// for pragmatic reasons.
pub trait Vector<S: BaseNum>: Array1<S> + Zero + One + Neg<Output=Self> {
/// Construct a vector from a single value, replicating it.
fn from_value(s: S) -> Self;
/// Add a scalar to this vector, returning a new vector.
#[must_use]
fn add_s(&self, s: S) -> Self;
@ -206,14 +208,6 @@ macro_rules! vec(
$Self_::new($($field),+)
}
impl<$S: Copy> $Self_<$S> {
/// Construct a vector from a single value, replicating it.
#[inline]
pub fn from_value(value: $S) -> $Self_<$S> {
$Self_ { $($field: value),+ }
}
}
impl<$S: Zero> Zero for $Self_<$S> {
#[inline]
fn zero() -> $Self_<S> { $Self_ { $($field: zero()),+ } }
@ -292,6 +286,7 @@ macro_rules! vec(
}
impl<S: BaseNum> Vector<S> for $Self_<S> {
#[inline] fn from_value(s: S) -> $Self_<S> { $Self_ { $($field: s),+ } }
#[inline] fn add_s(&self, s: S) -> $Self_<S> { $Self_::new($(self.$field + s),+) }
#[inline] fn sub_s(&self, s: S) -> $Self_<S> { $Self_::new($(self.$field - s),+) }
#[inline] fn mul_s(&self, s: S) -> $Self_<S> { $Self_::new($(self.$field * s),+) }

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@ -41,3 +41,15 @@ fn test_look_at() {
let view_point = Point3::new(0.0f64, 1.0f64, 5.0f64);
assert!( t.transform_point(&point).approx_eq(&view_point) );
}
#[test]
fn test_components() {
let t = Decomposed {
scale: 1.5f64,
rot: Quaternion::new(0.5f64,0.5,0.5,0.5),
disp: Vector3::new(6.0f64,-7.0f64,8.0)
};
assert_eq!(t.to_translation(), t.disp);
assert_eq!(t.to_rotation(), t.rot);
assert_eq!(t.to_scale(), Vector::from_value(t.scale));
}

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@ -31,9 +31,9 @@ fn test_constructor() {
#[test]
fn test_from_value() {
assert_eq!(Vector2::from_value(102is), Vector2::new(102is, 102is));
assert_eq!(Vector3::from_value(22is), Vector3::new(22is, 22is, 22is));
assert_eq!(Vector4::from_value(76.5f64), Vector4::new(76.5f64, 76.5f64, 76.5f64, 76.5f64));
assert_eq!(Vector::from_value(102is), Vector2::new(102is, 102is));
assert_eq!(Vector::from_value(22is), Vector3::new(22is, 22is, 22is));
assert_eq!(Vector::from_value(76.5f64), Vector4::new(76.5f64, 76.5f64, 76.5f64, 76.5f64));
}
#[test]