use rand::Rng;
use std::f64::consts::PI as PI;
use crate::vector3d::Vector3D;
use crate::ALMOST_ZERO;
#[derive(Debug)]
pub struct Rotation3D {
r_xx: f64,
r_xy: f64,
r_xz: f64,
r_yx: f64,
r_yy: f64,
r_yz: f64,
r_zx: f64,
r_zy: f64,
r_zz: f64,
}
impl Rotation3D {
pub fn unit() -> Rotation3D {
Rotation3D {
r_xx: 1.0,
r_xy: 0.0,
r_xz: 0.0,
r_yx: 0.0,
r_yy: 1.0,
r_yz: 0.0,
r_zx: 0.0,
r_zy: 0.0,
r_zz: 1.0,
}
}
pub fn from_euler_angles(psi: f64, theta: f64, phi: f64) -> Rotation3D {
let cos_psi = f64::cos(psi);
let sin_psi = f64::sin(psi);
let cos_theta = f64::cos(theta);
let sin_theta = f64::sin(theta);
let cos_phi = f64::cos(phi);
let sin_phi = f64::sin(phi);
Rotation3D {
r_xx: cos_psi * cos_theta * cos_phi + - sin_psi * sin_phi,
r_xy: - sin_psi * cos_theta * cos_phi - cos_psi * sin_phi,
r_xz: cos_phi * sin_theta,
r_yx: cos_psi * sin_phi * cos_theta + sin_psi * cos_phi,
r_yy: -sin_psi * sin_phi * cos_theta + cos_psi * cos_phi,
r_yz: sin_phi * sin_theta,
r_zx: -cos_psi * sin_theta,
r_zy: sin_psi * sin_theta,
r_zz: cos_theta
}
}
fn almost_equal_to(&self, other: &Rotation3D) -> bool {
vec![
self.r_xx - other.r_xx,
self.r_xy - other.r_xy,
self.r_xz - other.r_xz,
self.r_yx - other.r_yx,
self.r_yy - other.r_yy,
self.r_yz - other.r_yz,
self.r_zx - other.r_zx,
self.r_zy - other.r_zy,
self.r_zz - other.r_zz,
]
.iter()
.map(|c| c.abs())
.reduce(f64::max)
.unwrap()
< ALMOST_ZERO
}
pub fn inverse(&self) -> Rotation3D {
self.transpose()
}
pub fn transpose(&self) -> Rotation3D {
Rotation3D {
r_xx: self.r_xx,
r_xy: self.r_yx,
r_xz: self.r_zx,
r_yx: self.r_xy,
r_yy: self.r_yy,
r_yz: self.r_zy,
r_zx: self.r_xz,
r_zy: self.r_yz,
r_zz: self.r_zz,
}
}
pub fn act_on(&self, v: &Vector3D) -> Vector3D {
Vector3D::new(
self.r_xx * v.x + self.r_xy * v.y + self.r_xz * v.z ,
self.r_yx * v.x + self.r_yy * v.y + self.r_yz * v.z,
self.r_zx * v.x + self.r_zy * v.y + self.r_zz * v.z,
)
}
pub fn generate_random_rotations(n: usize) -> Vec<Rotation3D> {
let mut rng = rand::rng();
(0..n)
.map(|_| {
Rotation3D::from_euler_angles(
rng.random_range(-3.14..=3.14),
rng.random_range(0.0..=3.14),
rng.random_range(-3.14..=3.14),
)
})
.collect()
}
pub fn components(&self) -> [[f64; 3]; 3] {
[
[self.r_xx, self.r_xy, self.r_xz],
[self.r_yx, self.r_yy, self.r_yz],
[self.r_zx, self.r_zy, self.r_zz],
]
}
}
#[cfg(test)]
mod test {
use crate::vector3d::{X, Y, Z};
use super::*;
#[test]
fn identity_does_not_map() {
let unit = Rotation3D::unit();
let vectors = Vector3D::generate_random_vectors(10);
let mapped_vectors = vectors
.iter()
.map(|v| unit.act_on(v))
.collect::<Vec<Vector3D>>();
for (x, y) in vectors.iter().zip(mapped_vectors.iter()) {
assert!(x.almost_equals(y));
}
}
#[test]
fn transpose_is_inverse() {
let vectors = Vector3D::generate_random_vectors(10);
let rotations = Rotation3D::generate_random_rotations(10);
for i in 0..10 {
let inverse_rotation = rotations[i].inverse();
let mapped_vector = inverse_rotation.act_on(&rotations[i].act_on(&vectors[i]));
assert!(
mapped_vector.almost_equals(&vectors[i]),
"Vector {:?} got mapped to {:?}",
mapped_vector,
vectors[i]
);
}
}
#[test]
fn directions_tests() {
let r = Rotation3D::from_euler_angles(0.0, PI / 2.0, PI / 2.0);
test_vector_equality(&r.act_on(&X), &Z.revert());
test_vector_equality(&r.act_on(&Y), &X.revert());
test_vector_equality(&r.act_on(&Z), &Y);
let r = Rotation3D::from_euler_angles(PI / 2.0, PI /2.0, PI / 2.0);
test_vector_equality(&r.act_on(&X), &X.revert());
test_vector_equality(&r.act_on(&Y), &Z);
test_vector_equality(&r.act_on(&Z), &Y);
}
#[test]
fn compare_rotations() {
let r1 = Rotation3D::from_euler_angles(0.0, PI / 2.0, 0.0);
let r2 = Rotation3D::from_euler_angles(0.0, -PI / 2.0, 0.0).inverse();
test_rotation_equality(&r1, &r2);
}
fn test_vector_equality(v1: &Vector3D, v2: &Vector3D) {
assert!(v1.almost_equals(&v2), "Comparing two vectors failed: \n {:?} \n {:?}", v1, v2);
}
fn test_rotation_equality(r1: &Rotation3D, r2: &Rotation3D) {
assert!(r1.almost_equal_to(&r2), "Comparing rotations failed: \n {:?} \n {:?}", r1, r2);
}
}