Generalized Ray & Transform over dimensions
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2 changed files with 39 additions and 37 deletions
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@ -13,33 +13,28 @@
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// See the License for the specific language governing permissions and
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// limitations under the License.
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use point::{Point2, Point3};
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use point::{Point,Point2, Point3};
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use vector::{Vec2, Vec3};
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use vector::{Vector,Vec2, Vec3};
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#[deriving(Clone, Eq)]
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#[deriving(Clone, Eq)]
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pub struct Ray2<S> {
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pub struct Ray<P,V>
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origin: Point2<S>,
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{
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direction: Vec2<S>,
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origin: P,
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direction: V,
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}
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}
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impl<S> Ray2<S> {
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impl
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/// Creates a new ray from a position coordinate and a direction vector
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<
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#[inline]
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S: Primitive,
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pub fn new(origin: Point2<S>, direction: Vec2<S>) -> Ray2<S> {
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Slice,
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Ray2 { origin: origin, direction: direction }
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V: Vector<S,Slice>,
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P: Point<S,V,Slice>
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> Ray<P,V>
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{
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pub fn new(origin: P, direction: V) -> Ray<P,V> {
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Ray { origin:origin, direction:direction }
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}
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}
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}
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}
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#[deriving(Clone, Eq)]
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pub type Ray2<S> = Ray<Point2<S>,Vec2<S>>;
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pub struct Ray3<S> {
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pub type Ray3<S> = Ray<Point3<S>,Vec3<S>>;
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origin: Point3<S>,
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direction: Vec3<S>,
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}
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impl<S> Ray3<S> {
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/// Creates a new ray from a position coordinate and a direction vector
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#[inline]
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pub fn new(origin: Point3<S>, direction: Vec3<S>) -> Ray3<S> {
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Ray3 { origin: origin, direction: direction }
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}
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}
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@ -15,18 +15,25 @@
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use matrix::Mat4;
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use matrix::Mat4;
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use point::{Point,Point3};
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use point::{Point,Point3};
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use ray::Ray3;
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use ray::Ray;
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use rotation::Rotation3;
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use rotation::Rotation3;
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use vector::{Vector,Vec3};
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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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pub trait Transform3<S> {
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pub trait Transform
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fn transform_vec3(&self, vec: &Vec3<S>) -> Vec3<S>;
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<
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fn transform_point3(&self, point: &Point3<S>) -> Point3<S>;
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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>
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>
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{
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fn transform_vec(&self, vec: &V) -> V;
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fn transform_point(&self, point: &P) -> P;
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#[inline]
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#[inline]
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fn transform_ray3(&self, ray: &Ray3<S>) -> Ray3<S> {
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fn transform_ray(&self, ray: &Ray<P,V>) -> Ray<P,V> {
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Ray3::new( self.transform_point3(&ray.origin), self.transform_vec3(&ray.direction) )
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Ray::new( self.transform_point(&ray.origin), self.transform_vec(&ray.direction) )
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}
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}
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}
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}
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@ -37,27 +44,27 @@ pub struct AffineMatrix3<S> {
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/// A transformation in three dimensions consisting of a rotation,
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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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/// displacement vector and scale amount.
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pub struct Transform3D<S, R> {
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pub struct Transform3<S, R> {
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rot: R,
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rot: R,
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disp: Vec3<S>,
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disp: Vec3<S>,
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scale: S,
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scale: S,
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}
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}
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impl<S: Float, R: Rotation3<S>> Transform3D<S, R> {
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impl<S: Float, R: Rotation3<S>> Transform3<S, R> {
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#[inline]
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#[inline]
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pub fn new(rot: R, disp: Vec3<S>, scale: S) -> Transform3D<S, R> {
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pub fn new(rot: R, disp: Vec3<S>, scale: S) -> Transform3<S, R> {
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Transform3D { rot: rot, disp: disp, scale: scale }
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Transform3 { rot: rot, disp: disp, scale: scale }
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}
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}
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}
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}
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impl <S: Float, R: Rotation3<S>> Transform3<S> for Transform3D<S,R> {
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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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#[inline]
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fn transform_vec3(&self, vec: &Vec3<S>) -> Vec3<S> {
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fn transform_vec(&self, vec: &Vec3<S>) -> Vec3<S> {
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self.rot.rotate_vec3( &vec.mul_s( self.scale.clone() ))
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self.rot.rotate_vec3( &vec.mul_s( self.scale.clone() ))
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}
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}
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#[inline]
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#[inline]
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fn transform_point3(&self, point: &Point3<S>) -> Point3<S> {
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fn transform_point(&self, point: &Point3<S>) -> Point3<S> {
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self.rot.rotate_point3( &point.mul_s( self.scale.clone() )).add_v( &self.disp )
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self.rot.rotate_point3( &point.mul_s( self.scale.clone() )).add_v( &self.disp )
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}
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}
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}
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}
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