Generalized Ray & Transform over dimensions
This commit is contained in:
parent
53ad086e5e
commit
d81157fba5
2 changed files with 39 additions and 37 deletions
|
@ -13,33 +13,28 @@
|
|||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
use point::{Point2, Point3};
|
||||
use vector::{Vec2, Vec3};
|
||||
use point::{Point,Point2, Point3};
|
||||
use vector::{Vector,Vec2, Vec3};
|
||||
|
||||
#[deriving(Clone, Eq)]
|
||||
pub struct Ray2<S> {
|
||||
origin: Point2<S>,
|
||||
direction: Vec2<S>,
|
||||
pub struct Ray<P,V>
|
||||
{
|
||||
origin: P,
|
||||
direction: V,
|
||||
}
|
||||
|
||||
impl<S> Ray2<S> {
|
||||
/// Creates a new ray from a position coordinate and a direction vector
|
||||
#[inline]
|
||||
pub fn new(origin: Point2<S>, direction: Vec2<S>) -> Ray2<S> {
|
||||
Ray2 { origin: origin, direction: direction }
|
||||
impl
|
||||
<
|
||||
S: Primitive,
|
||||
Slice,
|
||||
V: Vector<S,Slice>,
|
||||
P: Point<S,V,Slice>
|
||||
> Ray<P,V>
|
||||
{
|
||||
pub fn new(origin: P, direction: V) -> Ray<P,V> {
|
||||
Ray { origin:origin, direction:direction }
|
||||
}
|
||||
}
|
||||
|
||||
#[deriving(Clone, Eq)]
|
||||
pub struct Ray3<S> {
|
||||
origin: Point3<S>,
|
||||
direction: Vec3<S>,
|
||||
}
|
||||
|
||||
impl<S> Ray3<S> {
|
||||
/// Creates a new ray from a position coordinate and a direction vector
|
||||
#[inline]
|
||||
pub fn new(origin: Point3<S>, direction: Vec3<S>) -> Ray3<S> {
|
||||
Ray3 { origin: origin, direction: direction }
|
||||
}
|
||||
}
|
||||
pub type Ray2<S> = Ray<Point2<S>,Vec2<S>>;
|
||||
pub type Ray3<S> = Ray<Point3<S>,Vec3<S>>;
|
||||
|
|
|
@ -15,18 +15,25 @@
|
|||
|
||||
use matrix::Mat4;
|
||||
use point::{Point,Point3};
|
||||
use ray::Ray3;
|
||||
use ray::Ray;
|
||||
use rotation::Rotation3;
|
||||
use vector::{Vector,Vec3};
|
||||
|
||||
/// A trait of affine transformation, that can be applied to points or vectors
|
||||
pub trait Transform
|
||||
<
|
||||
S: Primitive,
|
||||
Slice,
|
||||
V: Vector<S,Slice>,
|
||||
P: Point<S,V,Slice>
|
||||
>
|
||||
{
|
||||
fn transform_vec(&self, vec: &V) -> V;
|
||||
fn transform_point(&self, point: &P) -> P;
|
||||
|
||||
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) )
|
||||
fn transform_ray(&self, ray: &Ray<P,V>) -> Ray<P,V> {
|
||||
Ray::new( self.transform_point(&ray.origin), self.transform_vec(&ray.direction) )
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -37,27 +44,27 @@ pub struct AffineMatrix3<S> {
|
|||
|
||||
/// A transformation in three dimensions consisting of a rotation,
|
||||
/// displacement vector and scale amount.
|
||||
pub struct Transform3D<S, R> {
|
||||
pub struct Transform3<S, R> {
|
||||
rot: R,
|
||||
disp: Vec3<S>,
|
||||
scale: S,
|
||||
}
|
||||
|
||||
impl<S: Float, R: Rotation3<S>> Transform3D<S, R> {
|
||||
impl<S: Float, R: Rotation3<S>> Transform3<S, R> {
|
||||
#[inline]
|
||||
pub fn new(rot: R, disp: Vec3<S>, scale: S) -> Transform3D<S, R> {
|
||||
Transform3D { rot: rot, disp: disp, scale: scale }
|
||||
pub fn new(rot: R, disp: Vec3<S>, scale: S) -> Transform3<S, R> {
|
||||
Transform3 { rot: rot, disp: disp, scale: scale }
|
||||
}
|
||||
}
|
||||
|
||||
impl <S: Float, R: Rotation3<S>> Transform3<S> for Transform3D<S,R> {
|
||||
impl <S: Float, R: Rotation3<S>> Transform<S, [S, .. 3], Vec3<S>, Point3<S>> for Transform3<S,R> {
|
||||
#[inline]
|
||||
fn transform_vec3(&self, vec: &Vec3<S>) -> Vec3<S> {
|
||||
fn transform_vec(&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> {
|
||||
fn transform_point(&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