Generalized transform trait over any-dimensional vectors and points
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0c41aa3951
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3 changed files with 48 additions and 19 deletions
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@ -44,6 +44,18 @@ pub trait Array
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fn each_mut(&mut self, f: &fn(i: uint, x: &mut T));
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}
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/*impl //TODO
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<
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T: Clone,
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Slice,
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A: Array<T,Slice>
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>
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Clone for A {
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fn clone(&self) -> A {
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self.build(|i| self.i(i).clone())
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}
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}*/
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macro_rules! array(
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(impl<$S:ident> $Self:ty -> [$T:ty, ..$n:expr] $_n:ident) => (
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impl<$S: Clone> Array<$T, [$T,..$n]> for $Self {
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@ -14,6 +14,7 @@
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// limitations under the License.
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use angle::Rad;
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use array::Array;
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use matrix::Matrix;
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use matrix::{Mat2, ToMat2};
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use matrix::{Mat3, ToMat3};
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@ -25,10 +26,10 @@ use vector::{Vector, Vec2, Vec3};
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/// A trait for generic rotation
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pub trait Rotation
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<
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S: Primitive + Clone,
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S: Primitive,
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Slice,
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V: Vector<S,Slice>,
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P: Point<S,V,Slice> + Clone
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P: Point<S,V,Slice>
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>
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: Eq
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+ ApproxEq<S>
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@ -38,7 +39,9 @@ pub trait Rotation
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#[inline]
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fn rotate_ray(&self, ray: &Ray<P,V>) -> Ray<P,V> {
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Ray::new( ray.origin.clone(), self.rotate_vec(&ray.direction) )
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Ray::new( //FIXME: use clone derived from Array
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Array::build(|i| ray.origin.i(i).clone()),
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self.rotate_vec(&ray.direction) )
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}
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fn concat(&self, other: &Self) -> Self;
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@ -14,9 +14,10 @@
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// limitations under the License.
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use matrix::Mat4;
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use point::{Point, Point3};
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use point::Point;
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use ray::Ray;
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use rotation::Rotation3;
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use rotation::Rotation;
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use quaternion::Quat;
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use vector::{Vector, Vec3};
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/// A trait of affine transformation, that can be applied to points or vectors
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@ -42,29 +43,42 @@ pub struct AffineMatrix3<S> {
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mat: Mat4<S>,
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}
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/// A transformation in three dimensions consisting of a rotation,
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/// A generic transformation consisting of a rotation,
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/// displacement vector and scale amount.
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pub struct Transform3<S, R> {
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rot: R,
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disp: Vec3<S>,
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pub struct Decomposed<S,V,R> {
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scale: S,
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rot: R,
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disp: V,
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}
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impl<S: Float, R: Rotation3<S>> Transform3<S, R> {
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impl
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<
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S: Float,
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Slice,
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V: Vector<S, Slice>,
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P: Point<S, V, Slice>,
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R: Rotation<S, Slice, V, P>
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>
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Transform<S, Slice, V, P> for Decomposed<S,V,R> {
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#[inline]
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pub fn new(rot: R, disp: Vec3<S>, scale: S) -> Transform3<S, R> {
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Transform3 { rot: rot, disp: disp, scale: scale }
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}
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}
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impl <S: Float, R: Rotation3<S>> Transform<S, [S, .. 3], Vec3<S>, Point3<S>> for Transform3<S,R> {
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#[inline]
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fn transform_vec(&self, vec: &Vec3<S>) -> Vec3<S> {
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fn transform_vec(&self, vec: &V) -> V {
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self.rot.rotate_vec( &vec.mul_s( self.scale.clone() ))
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}
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#[inline]
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fn transform_point(&self, point: &Point3<S>) -> Point3<S> {
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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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}
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}
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/// A transformation in three dimensions consisting of a rotation,
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/// displacement vector and scale amount.
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pub struct Transform3<S>( Decomposed<S,Vec3<S>,Quat<S>> );
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impl<S: Float> Transform3<S> {
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#[inline]
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pub fn new(scale: S, rot: Quat<S>, disp: Vec3<S>) -> Transform3<S> {
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Transform3( Decomposed { scale: scale, rot: rot, disp: disp })
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}
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}
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