Merge pull request #4 from kvark/master
Transform is enabled, improvement, and implemented for a struct
This commit is contained in:
commit
d02d063cb4
2 changed files with 32 additions and 8 deletions
|
@ -35,6 +35,7 @@ pub mod plane;
|
||||||
pub mod point;
|
pub mod point;
|
||||||
pub mod ray;
|
pub mod ray;
|
||||||
pub mod rotation;
|
pub mod rotation;
|
||||||
|
pub mod transform;
|
||||||
|
|
||||||
pub mod projection;
|
pub mod projection;
|
||||||
|
|
||||||
|
|
|
@ -13,10 +13,21 @@
|
||||||
// See the License for the specific language governing permissions and
|
// See the License for the specific language governing permissions and
|
||||||
// limitations under the License.
|
// limitations under the License.
|
||||||
|
|
||||||
pub trait Transform<S> {
|
use matrix::Mat4;
|
||||||
fn transform_vec(&self, point: Point3<S>) -> Point3<S>;
|
use point::{Point,Point3};
|
||||||
fn transform_point(&self, point: Point3<S>) -> Point3<S>;
|
use ray::Ray3;
|
||||||
fn transform_ray(&self, ray: Ray3<S>) -> Ray3<S>;
|
use rotation::Rotation3;
|
||||||
|
use vector::{Vector,Vec3};
|
||||||
|
|
||||||
|
|
||||||
|
pub trait Transform3<S> {
|
||||||
|
fn transform_vec3(&self, vec: &Vec3<S>) -> Vec3<S>;
|
||||||
|
fn transform_point3(&self, point: &Point3<S>) -> Point3<S>;
|
||||||
|
|
||||||
|
#[inline]
|
||||||
|
fn transform_ray3(&self, ray: &Ray3<S>) -> Ray3<S> {
|
||||||
|
Ray3::new( self.transform_point3(&ray.origin), self.transform_vec3(&ray.direction) )
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// A homogeneous transformation matrix.
|
/// A homogeneous transformation matrix.
|
||||||
|
@ -26,15 +37,27 @@ pub struct AffineMatrix3<S> {
|
||||||
|
|
||||||
/// A transformation in three dimensions consisting of a rotation,
|
/// A transformation in three dimensions consisting of a rotation,
|
||||||
/// displacement vector and scale amount.
|
/// displacement vector and scale amount.
|
||||||
pub struct Transform3<S, R> {
|
pub struct Transform3D<S, R> {
|
||||||
rot: R,
|
rot: R,
|
||||||
disp: Vec3<S>,
|
disp: Vec3<S>,
|
||||||
scale: S,
|
scale: S,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl<S: Float, R: Rotation3<S>> Transform3<S, R> {
|
impl<S: Float, R: Rotation3<S>> Transform3D<S, R> {
|
||||||
#[inline]
|
#[inline]
|
||||||
pub fn new(rot: R, disp: Vec3<S>, scale: S) -> Transform3<S, R> {
|
pub fn new(rot: R, disp: Vec3<S>, scale: S) -> Transform3D<S, R> {
|
||||||
Transform3 { rot: rot, disp: disp, scale: S }
|
Transform3D { rot: rot, disp: disp, scale: scale }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
impl <S: Float, R: Rotation3<S>> Transform3<S> for Transform3D<S,R> {
|
||||||
|
#[inline]
|
||||||
|
fn transform_vec3(&self, vec: &Vec3<S>) -> Vec3<S> {
|
||||||
|
self.rot.rotate_vec3( &vec.mul_s( self.scale.clone() ))
|
||||||
|
}
|
||||||
|
|
||||||
|
#[inline]
|
||||||
|
fn transform_point3(&self, point: &Point3<S>) -> Point3<S> {
|
||||||
|
self.rot.rotate_point3( &point.mul_s( self.scale.clone() )).add_v( &self.disp )
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue