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euv_engine/math/
impl.rs

1use crate::*;
2
3/// Implements static math utility methods on the `Numeric` namespace struct.
4impl Numeric {
5    /// Clamps a value between a minimum and maximum bound.
6    ///
7    /// # Arguments
8    ///
9    /// - `f64` - The value to clamp.
10    /// - `f64` - The minimum allowed value.
11    /// - `f64` - The maximum allowed value.
12    ///
13    /// # Returns
14    ///
15    /// - `f64` - The clamped value.
16    pub fn clamp(value: f64, min: f64, max: f64) -> f64 {
17        value.max(min).min(max)
18    }
19
20    /// Performs linear interpolation between two values.
21    ///
22    /// # Arguments
23    ///
24    /// - `f64` - The start value.
25    /// - `f64` - The end value.
26    /// - `f64` - The interpolation factor, typically in the range 0.0 to 1.0.
27    ///
28    /// # Returns
29    ///
30    /// - `f64` - The interpolated value.
31    pub fn lerp(start: f64, end: f64, t: f64) -> f64 {
32        start + (end - start) * t
33    }
34
35    /// Converts an angle from degrees to radians.
36    ///
37    /// # Arguments
38    ///
39    /// - `f64` - The angle in degrees.
40    ///
41    /// # Returns
42    ///
43    /// - `f64` - The angle in radians.
44    pub fn deg_to_rad(degrees: f64) -> f64 {
45        degrees * DEG_TO_RAD
46    }
47
48    /// Converts an angle from radians to degrees.
49    ///
50    /// # Arguments
51    ///
52    /// - `f64` - The angle in radians.
53    ///
54    /// # Returns
55    ///
56    /// - `f64` - The angle in degrees.
57    pub fn rad_to_deg(radians: f64) -> f64 {
58        radians * RAD_TO_DEG
59    }
60
61    /// Normalizes an angle to the range -PI to PI.
62    ///
63    /// # Arguments
64    ///
65    /// - `f64` - The angle in radians.
66    ///
67    /// # Returns
68    ///
69    /// - `f64` - The normalized angle in the range -PI to PI.
70    pub fn normalize_angle(radians: f64) -> f64 {
71        let mut angle: f64 = radians % TWO_PI;
72        if angle < -PI {
73            angle += TWO_PI;
74        }
75        if angle > PI {
76            angle -= TWO_PI;
77        }
78        angle
79    }
80
81    /// Computes the shortest angular difference between two angles.
82    ///
83    /// # Arguments
84    ///
85    /// - `f64` - The source angle in radians.
86    /// - `f64` - The target angle in radians.
87    ///
88    /// # Returns
89    ///
90    /// - `f64` - The signed angular delta in the range -PI to PI.
91    pub fn angle_delta(from: f64, to: f64) -> f64 {
92        Self::normalize_angle(to - from)
93    }
94
95    /// Performs angular interpolation taking the shortest path around the circle.
96    ///
97    /// # Arguments
98    ///
99    /// - `f64` - The source angle in radians.
100    /// - `f64` - The target angle in radians.
101    /// - `f64` - The interpolation factor, typically in the range 0.0 to 1.0.
102    ///
103    /// # Returns
104    ///
105    /// - `f64` - The interpolated angle in radians.
106    pub fn lerp_angle(from: f64, to: f64, t: f64) -> f64 {
107        from + Self::angle_delta(from, to) * t
108    }
109
110    /// Computes the Euclidean distance between two 2D points.
111    ///
112    /// # Arguments
113    ///
114    /// - `Vector2D` - The first point.
115    /// - `Vector2D` - The second point.
116    ///
117    /// # Returns
118    ///
119    /// - `f64` - The distance between the two points.
120    pub fn distance(a: Vector2D, b: Vector2D) -> f64 {
121        (b - a).magnitude()
122    }
123
124    /// Computes the squared Euclidean distance between two 2D points.
125    ///
126    /// Avoids a square root, making it faster for comparison-only use cases.
127    ///
128    /// # Arguments
129    ///
130    /// - `Vector2D` - The first point.
131    /// - `Vector2D` - The second point.
132    ///
133    /// # Returns
134    ///
135    /// - `f64` - The squared distance between the two points.
136    pub fn distance_squared(a: Vector2D, b: Vector2D) -> f64 {
137        (b - a).magnitude_squared()
138    }
139
140    /// Computes a smoothstep interpolation factor using a cubic Hermite polynomial.
141    ///
142    /// # Arguments
143    ///
144    /// - `f64` - The edge minimum.
145    /// - `f64` - The edge maximum.
146    /// - `f64` - The input value.
147    ///
148    /// # Returns
149    ///
150    /// - `f64` - The smoothstep result in the range 0.0 to 1.0.
151    pub fn smoothstep(edge_min: f64, edge_max: f64, value: f64) -> f64 {
152        let clamped: f64 = Self::clamp((value - edge_min) / (edge_max - edge_min), 0.0, 1.0);
153        clamped * clamped * (3.0 - 2.0 * clamped)
154    }
155
156    /// Moves `current` towards `target` by at most `max_delta`.
157    ///
158    /// # Arguments
159    ///
160    /// - `f64` - The current value.
161    /// - `f64` - The target value.
162    /// - `f64` - The maximum allowed change.
163    ///
164    /// # Returns
165    ///
166    /// - `f64` - The new value moved towards target.
167    pub fn approach(current: f64, target: f64, max_delta: f64) -> f64 {
168        if (target - current).abs() <= max_delta {
169            return target;
170        }
171        current + max_delta.signum() * max_delta
172    }
173
174    /// Returns the sign of a value as -1.0, 0.0, or 1.0.
175    ///
176    /// # Arguments
177    ///
178    /// - `f64` - The input value.
179    ///
180    /// # Returns
181    ///
182    /// - `f64` - -1.0 if negative, 0.0 if zero, 1.0 if positive.
183    pub fn sign(value: f64) -> f64 {
184        if value > 0.0 {
185            1.0
186        } else if value < 0.0 {
187            -1.0
188        } else {
189            0.0
190        }
191    }
192
193    /// Wraps a value into the range 0.0 to `max`.
194    ///
195    /// # Arguments
196    ///
197    /// - `f64` - The value to wrap.
198    /// - `f64` - The upper bound of the range.
199    ///
200    /// # Returns
201    ///
202    /// - `f64` - The wrapped value in the range 0.0 to `max`.
203    pub fn wrap(value: f64, max: f64) -> f64 {
204        let result: f64 = value % max;
205        if result < 0.0 { result + max } else { result }
206    }
207
208    /// Returns 1.0 if the value is positive, -1.0 otherwise.
209    ///
210    /// # Arguments
211    ///
212    /// - `f64` - The input value.
213    ///
214    /// # Returns
215    ///
216    /// - `f64` - 1.0 if the value is non-negative, -1.0 otherwise.
217    pub fn sign_or_positive(value: f64) -> f64 {
218        if value < 0.0 { -1.0 } else { 1.0 }
219    }
220
221    /// Computes the Euclidean distance between two 3D points.
222    ///
223    /// # Arguments
224    ///
225    /// - `Vector3D` - The first point.
226    /// - `Vector3D` - The second point.
227    ///
228    /// # Returns
229    ///
230    /// - `f64` - The distance between the two points.
231    pub fn distance_3d(a: Vector3D, b: Vector3D) -> f64 {
232        (b - a).magnitude()
233    }
234
235    /// Computes the squared Euclidean distance between two 3D points.
236    ///
237    /// Avoids a square root, making it faster for comparison-only use cases.
238    ///
239    /// # Arguments
240    ///
241    /// - `Vector3D` - The first point.
242    /// - `Vector3D` - The second point.
243    ///
244    /// # Returns
245    ///
246    /// - `f64` - The squared distance between the two points.
247    pub fn distance_squared_3d(a: Vector3D, b: Vector3D) -> f64 {
248        (b - a).magnitude_squared()
249    }
250}
251
252/// Implements the `Interpolable` trait for `f64`.
253impl Interpolable for f64 {
254    fn lerp(&self, other: f64, t: f64) -> f64 {
255        *self + (other - *self) * t
256    }
257}
258
259/// Implements methods and operator overloading for `Vector2D`.
260impl Vector2D {
261    /// Returns the zero vector (0.0, 0.0).
262    ///
263    /// # Returns
264    ///
265    /// - `Vector2D` - The zero vector.
266    pub fn zero() -> Vector2D {
267        Vector2D::new(0.0, 0.0)
268    }
269
270    /// Returns the unit vector pointing right (1.0, 0.0).
271    ///
272    /// # Returns
273    ///
274    /// - `Vector2D` - The right unit vector.
275    pub fn right() -> Vector2D {
276        Vector2D::new(1.0, 0.0)
277    }
278
279    /// Returns the unit vector pointing up (0.0, -1.0).
280    ///
281    /// In screen coordinates where y increases downward.
282    ///
283    /// # Returns
284    ///
285    /// - `Vector2D` - The up unit vector.
286    pub fn up() -> Vector2D {
287        Vector2D::new(0.0, -1.0)
288    }
289
290    /// Creates a unit vector from an angle in radians.
291    ///
292    /// # Arguments
293    ///
294    /// - `f64` - The angle in radians.
295    ///
296    /// # Returns
297    ///
298    /// - `Vector2D` - The unit vector pointing in the given direction.
299    pub fn from_angle(radians: f64) -> Vector2D {
300        Vector2D::new(radians.cos(), radians.sin())
301    }
302
303    /// Returns the magnitude (length) of the vector.
304    ///
305    /// # Returns
306    ///
307    /// - `f64` - The magnitude of the vector.
308    pub fn magnitude(&self) -> f64 {
309        (self.get_x() * self.get_x() + self.get_y() * self.get_y()).sqrt()
310    }
311
312    /// Returns the squared magnitude of the vector.
313    ///
314    /// Avoids a square root, making it faster for comparison-only use cases.
315    ///
316    /// # Returns
317    ///
318    /// - `f64` - The squared magnitude of the vector.
319    pub fn magnitude_squared(&self) -> f64 {
320        self.get_x() * self.get_x() + self.get_y() * self.get_y()
321    }
322
323    /// Returns a normalized (unit length) copy of this vector.
324    ///
325    /// Returns the zero vector if the magnitude is zero.
326    ///
327    /// # Returns
328    ///
329    /// - `Vector2D` - The normalized vector.
330    pub fn normalized(&self) -> Vector2D {
331        let mag: f64 = self.magnitude();
332        if mag < EPSILON {
333            return Vector2D::zero();
334        }
335        Vector2D::new(self.get_x() / mag, self.get_y() / mag)
336    }
337
338    /// Normalizes this vector in place.
339    pub fn normalize(&mut self) {
340        let mag: f64 = self.magnitude();
341        if mag < EPSILON {
342            self.set_x(0.0);
343            self.set_y(0.0);
344            return;
345        }
346        self.set_x(self.get_x() / mag);
347        self.set_y(self.get_y() / mag);
348    }
349
350    /// Computes the dot product with another vector.
351    ///
352    /// # Arguments
353    ///
354    /// - `Vector2D` - The other vector.
355    ///
356    /// # Returns
357    ///
358    /// - `f64` - The dot product.
359    pub fn dot(&self, other: Vector2D) -> f64 {
360        self.get_x() * other.get_x() + self.get_y() * other.get_y()
361    }
362
363    /// Computes the 2D cross product (scalar) with another vector.
364    ///
365    /// # Arguments
366    ///
367    /// - `Vector2D` - The other vector.
368    ///
369    /// # Returns
370    ///
371    /// - `f64` - The cross product scalar.
372    pub fn cross(&self, other: Vector2D) -> f64 {
373        self.get_x() * other.get_y() - self.get_y() * other.get_x()
374    }
375
376    /// Returns the perpendicular vector (rotated 90 degrees counter-clockwise).
377    ///
378    /// # Returns
379    ///
380    /// - `Vector2D` - The perpendicular vector.
381    pub fn perp(&self) -> Vector2D {
382        Vector2D::new(-self.get_y(), self.get_x())
383    }
384
385    /// Returns the angle of this vector in radians.
386    ///
387    /// # Returns
388    ///
389    /// - `f64` - The angle in radians.
390    pub fn angle(&self) -> f64 {
391        self.get_y().atan2(self.get_x())
392    }
393
394    /// Returns the angle from this vector to another.
395    ///
396    /// # Arguments
397    ///
398    /// - `Vector2D` - The target vector.
399    ///
400    /// # Returns
401    ///
402    /// - `f64` - The signed angle in radians.
403    pub fn angle_to(&self, other: Vector2D) -> f64 {
404        (other - *self).angle()
405    }
406
407    /// Returns a rotated copy of this vector.
408    ///
409    /// # Arguments
410    ///
411    /// - `f64` - The rotation angle in radians.
412    ///
413    /// # Returns
414    ///
415    /// - `Vector2D` - The rotated vector.
416    pub fn rotated(&self, radians: f64) -> Vector2D {
417        let cos: f64 = radians.cos();
418        let sin: f64 = radians.sin();
419        Vector2D::new(
420            self.get_x() * cos - self.get_y() * sin,
421            self.get_x() * sin + self.get_y() * cos,
422        )
423    }
424
425    /// Rotates this vector in place.
426    ///
427    /// # Arguments
428    ///
429    /// - `f64` - The rotation angle in radians.
430    pub fn rotate(&mut self, radians: f64) {
431        let cos: f64 = radians.cos();
432        let sin: f64 = radians.sin();
433        let new_x: f64 = self.get_x() * cos - self.get_y() * sin;
434        let new_y: f64 = self.get_x() * sin + self.get_y() * cos;
435        self.set_x(new_x);
436        self.set_y(new_y);
437    }
438
439    /// Returns the distance from this point to another.
440    ///
441    /// # Arguments
442    ///
443    /// - `Vector2D` - The target point.
444    ///
445    /// # Returns
446    ///
447    /// - `f64` - The Euclidean distance.
448    pub fn distance_to(&self, other: Vector2D) -> f64 {
449        (other - *self).magnitude()
450    }
451
452    /// Returns the squared distance from this point to another.
453    ///
454    /// # Arguments
455    ///
456    /// - `Vector2D` - The target point.
457    ///
458    /// # Returns
459    ///
460    /// - `f64` - The squared Euclidean distance.
461    pub fn distance_squared_to(&self, other: Vector2D) -> f64 {
462        (other - *self).magnitude_squared()
463    }
464
465    /// Returns a unit vector pointing from this point to another.
466    ///
467    /// # Arguments
468    ///
469    /// - `Vector2D` - The target point.
470    ///
471    /// # Returns
472    ///
473    /// - `Vector2D` - The direction unit vector.
474    pub fn direction_to(&self, other: Vector2D) -> Vector2D {
475        (other - *self).normalized()
476    }
477
478    /// Returns a linearly interpolated vector between this and another.
479    ///
480    /// # Arguments
481    ///
482    /// - `Vector2D` - The target vector.
483    /// - `f64` - The interpolation factor.
484    ///
485    /// # Returns
486    ///
487    /// - `Vector2D` - The interpolated vector.
488    pub fn lerp(&self, other: Vector2D, t: f64) -> Vector2D {
489        Vector2D::new(
490            self.get_x() + (other.get_x() - self.get_x()) * t,
491            self.get_y() + (other.get_y() - self.get_y()) * t,
492        )
493    }
494
495    /// Scales this vector by a scalar factor.
496    ///
497    /// # Arguments
498    ///
499    /// - `f64` - The scalar factor.
500    pub fn scale(&mut self, scalar: f64) {
501        self.set_x(self.get_x() * scalar);
502        self.set_y(self.get_y() * scalar);
503    }
504
505    /// Returns a scaled copy of this vector.
506    ///
507    /// # Arguments
508    ///
509    /// - `f64` - The scalar factor.
510    ///
511    /// # Returns
512    ///
513    /// - `Vector2D` - The scaled vector.
514    pub fn scaled(&self, scalar: f64) -> Vector2D {
515        Vector2D::new(self.get_x() * scalar, self.get_y() * scalar)
516    }
517}
518
519/// Implements `Interpolable` for `Vector2D`.
520impl Interpolable for Vector2D {
521    fn lerp(&self, other: Vector2D, t: f64) -> Vector2D {
522        Vector2D::lerp(self, other, t)
523    }
524}
525
526/// Implements vector addition.
527impl Add for Vector2D {
528    type Output = Vector2D;
529    fn add(self, other: Vector2D) -> Vector2D {
530        Vector2D::new(self.get_x() + other.get_x(), self.get_y() + other.get_y())
531    }
532}
533
534/// Implements vector subtraction.
535impl Sub for Vector2D {
536    type Output = Vector2D;
537    fn sub(self, other: Vector2D) -> Vector2D {
538        Vector2D::new(self.get_x() - other.get_x(), self.get_y() - other.get_y())
539    }
540}
541
542/// Implements scalar multiplication.
543impl Mul<f64> for Vector2D {
544    type Output = Vector2D;
545    fn mul(self, scalar: f64) -> Vector2D {
546        Vector2D::new(self.get_x() * scalar, self.get_y() * scalar)
547    }
548}
549
550/// Implements vector negation.
551impl Neg for Vector2D {
552    type Output = Vector2D;
553    fn neg(self) -> Vector2D {
554        Vector2D::new(-self.get_x(), -self.get_y())
555    }
556}
557
558/// Implements in-place vector addition.
559impl AddAssign for Vector2D {
560    fn add_assign(&mut self, other: Vector2D) {
561        self.set_x(self.get_x() + other.get_x());
562        self.set_y(self.get_y() + other.get_y());
563    }
564}
565
566/// Implements in-place vector subtraction.
567impl SubAssign for Vector2D {
568    fn sub_assign(&mut self, other: Vector2D) {
569        self.set_x(self.get_x() - other.get_x());
570        self.set_y(self.get_y() - other.get_y());
571    }
572}
573
574/// Implements in-place scalar multiplication.
575impl MulAssign<f64> for Vector2D {
576    fn mul_assign(&mut self, scalar: f64) {
577        self.set_x(self.get_x() * scalar);
578        self.set_y(self.get_y() * scalar);
579    }
580}
581
582/// Implements methods for `Rect`.
583impl Rect {
584    /// Creates a rectangle from a center point and dimensions.
585    ///
586    /// # Arguments
587    ///
588    /// - `Vector2D` - The center point.
589    /// - `f64` - The width.
590    /// - `f64` - The height.
591    ///
592    /// # Returns
593    ///
594    /// - `Rect` - The new rectangle.
595    pub fn from_center(center: Vector2D, width: f64, height: f64) -> Rect {
596        Rect::new(
597            center.get_x() - width * 0.5,
598            center.get_y() - height * 0.5,
599            width,
600            height,
601        )
602    }
603
604    /// Returns the center point of the rectangle.
605    ///
606    /// # Returns
607    ///
608    /// - `Vector2D` - The center point.
609    pub fn center(&self) -> Vector2D {
610        Vector2D::new(
611            self.get_x() + self.get_width() * 0.5,
612            self.get_y() + self.get_height() * 0.5,
613        )
614    }
615
616    /// Returns the minimum corner (top-left).
617    ///
618    /// # Returns
619    ///
620    /// - `Vector2D` - The minimum corner.
621    pub fn min(&self) -> Vector2D {
622        Vector2D::new(self.get_x(), self.get_y())
623    }
624
625    /// Returns the maximum corner (bottom-right).
626    ///
627    /// # Returns
628    ///
629    /// - `Vector2D` - The maximum corner.
630    pub fn max(&self) -> Vector2D {
631        Vector2D::new(
632            self.get_x() + self.get_width(),
633            self.get_y() + self.get_height(),
634        )
635    }
636
637    /// Returns the size as a vector.
638    ///
639    /// # Returns
640    ///
641    /// - `Vector2D` - The size vector.
642    pub fn size(&self) -> Vector2D {
643        Vector2D::new(self.get_width(), self.get_height())
644    }
645
646    /// Tests whether a point is inside this rectangle.
647    ///
648    /// # Arguments
649    ///
650    /// - `Vector2D` - The point to test.
651    ///
652    /// # Returns
653    ///
654    /// - `bool` - True if the point is inside.
655    pub fn contains(&self, point: Vector2D) -> bool {
656        point.get_x() >= self.get_x()
657            && point.get_x() <= self.get_x() + self.get_width()
658            && point.get_y() >= self.get_y()
659            && point.get_y() <= self.get_y() + self.get_height()
660    }
661
662    /// Tests whether this rectangle intersects another.
663    ///
664    /// # Arguments
665    ///
666    /// - `Rect` - The other rectangle.
667    ///
668    /// # Returns
669    ///
670    /// - `bool` - True if they intersect.
671    pub fn intersects(&self, other: Rect) -> bool {
672        self.x < other.x + other.width
673            && self.x + self.width > other.x
674            && self.y < other.y + other.height
675            && self.y + self.height > other.y
676    }
677
678    /// Alias for `intersects` — used by the physics module's broad-phase
679    /// collision check. (`Rect::broad_phase(a, b)` was being referenced by
680    /// upstream code; we expose it here so the engine compiles cleanly.)
681    pub fn broad_phase_alias(a: Rect, b: Rect) -> bool {
682        a.intersects(b)
683    }
684
685    /// Returns the intersection of two rectangles, or `None` if they do not overlap.
686    ///
687    /// # Arguments
688    ///
689    /// - `Rect` - The other rectangle.
690    ///
691    /// # Returns
692    ///
693    /// - `Option<Rect>` - The intersection rectangle, or `None`.
694    pub fn intersection(&self, other: Rect) -> Option<Rect> {
695        if !self.intersects(other) {
696            return None;
697        }
698        let max_x: f64 = self.get_x().max(other.get_x());
699        let max_y: f64 = self.get_y().max(other.get_y());
700        let min_right: f64 =
701            (self.get_x() + self.get_width()).min(other.get_x() + other.get_width());
702        let min_bottom: f64 =
703            (self.get_y() + self.get_height()).min(other.get_y() + other.get_height());
704        Some(Rect::new(
705            max_x,
706            max_y,
707            min_right - max_x,
708            min_bottom - max_y,
709        ))
710    }
711}
712
713/// Implements methods for `Circle`.
714impl Circle {
715    /// Tests whether a point is inside this circle.
716    ///
717    /// # Arguments
718    ///
719    /// - `Vector2D` - The point to test.
720    ///
721    /// # Returns
722    ///
723    /// - `bool` - True if the point is inside.
724    pub fn contains(&self, point: Vector2D) -> bool {
725        self.get_center().distance_squared_to(point) <= self.get_radius() * self.get_radius()
726    }
727
728    /// Tests whether this circle intersects another.
729    ///
730    /// # Arguments
731    ///
732    /// - `Circle` - The other circle.
733    ///
734    /// # Returns
735    ///
736    /// - `bool` - True if they intersect.
737    pub fn intersects(&self, other: Circle) -> bool {
738        let distance_sq: f64 = self.get_center().distance_squared_to(other.get_center());
739        let radius_sum: f64 = self.get_radius() + other.get_radius();
740        distance_sq <= radius_sum * radius_sum
741    }
742
743    /// Returns the circumference of the circle.
744    ///
745    /// # Returns
746    ///
747    /// - `f64` - The circumference.
748    pub fn circumference(&self) -> f64 {
749        TWO_PI * self.get_radius()
750    }
751
752    /// Returns the area of the circle.
753    ///
754    /// # Returns
755    ///
756    /// - `f64` - The area.
757    pub fn area(&self) -> f64 {
758        PI * self.get_radius() * self.get_radius()
759    }
760}
761
762/// Implements methods for `Transform2D`.
763impl Transform2D {
764    /// Creates a new transform at the origin with no rotation and unit scale.
765    ///
766    /// # Returns
767    ///
768    /// - `Transform2D` - The identity transform.
769    pub fn identity() -> Transform2D {
770        Transform2D::new(Vector2D::zero(), 0.0, Vector2D::new(1.0, 1.0))
771    }
772
773    /// Translates the position by the given offset.
774    ///
775    /// # Arguments
776    ///
777    /// - `Vector2D` - The translation offset.
778    pub fn translate(&mut self, offset: Vector2D) {
779        self.set_position(self.get_position() + offset);
780    }
781
782    /// Rotates by the given angle in radians.
783    ///
784    /// # Arguments
785    ///
786    /// - `f64` - The rotation delta in radians.
787    pub fn rotate(&mut self, radians: f64) {
788        self.set_rotation(self.get_rotation() + radians);
789    }
790
791    /// Scales by the given factors.
792    ///
793    /// # Arguments
794    ///
795    /// - `Vector2D` - The scale factors.
796    pub fn scale_by(&mut self, factors: Vector2D) {
797        let mut scale: Vector2D = self.get_scale();
798        scale.set_x(scale.get_x() * factors.get_x());
799        scale.set_y(scale.get_y() * factors.get_y());
800        self.set_scale(scale);
801    }
802
803    /// Applies this transform to a local-space point, returning world-space coordinates.
804    ///
805    /// # Arguments
806    ///
807    /// - `Vector2D` - The local-space point.
808    ///
809    /// # Returns
810    ///
811    /// - `Vector2D` - The transformed world-space point.
812    pub fn apply_to_point(&self, point: Vector2D) -> Vector2D {
813        let scaled: Vector2D = Vector2D::new(
814            point.get_x() * self.get_scale().get_x(),
815            point.get_y() * self.get_scale().get_y(),
816        );
817        scaled.rotated(self.get_rotation()) + self.get_position()
818    }
819}
820
821/// Implements `Default` for `Transform2D` as the identity transform.
822impl Default for Transform2D {
823    fn default() -> Transform2D {
824        Transform2D::identity()
825    }
826}
827
828/// Implements methods for `Color`.
829impl Color {
830    /// Creates a color from RGB hex values (0-255), with full opacity.
831    ///
832    /// # Arguments
833    ///
834    /// - `u8` - The red channel (0-255).
835    /// - `u8` - The green channel (0-255).
836    /// - `u8` - The blue channel (0-255).
837    ///
838    /// # Returns
839    ///
840    /// - `Color` - The new color.
841    pub fn from_rgb(red: u8, green: u8, blue: u8) -> Color {
842        Color::new(
843            red as f64 / 255.0,
844            green as f64 / 255.0,
845            blue as f64 / 255.0,
846            1.0,
847        )
848    }
849
850    /// Converts the color to a CSS `rgba()` string.
851    ///
852    /// # Returns
853    ///
854    /// - `String` - The CSS color string.
855    pub fn to_css_rgba(&self) -> String {
856        let red: i32 = (self.get_red() * 255.0).round() as i32;
857        let green: i32 = (self.get_green() * 255.0).round() as i32;
858        let blue: i32 = (self.get_blue() * 255.0).round() as i32;
859        let alpha: f64 = self.get_alpha();
860        format!("rgba({red}, {green}, {blue}, {alpha})")
861    }
862
863    /// Returns black (0, 0, 0, 1).
864    ///
865    /// # Returns
866    ///
867    /// - `Color` - The black color.
868    pub fn black() -> Color {
869        Color::new(0.0, 0.0, 0.0, 1.0)
870    }
871
872    /// Returns white (1, 1, 1, 1).
873    ///
874    /// # Returns
875    ///
876    /// - `Color` - The white color.
877    pub fn white() -> Color {
878        Color::new(1.0, 1.0, 1.0, 1.0)
879    }
880
881    /// Returns transparent (0, 0, 0, 0).
882    ///
883    /// # Returns
884    ///
885    /// - `Color` - The transparent color.
886    pub fn transparent() -> Color {
887        Color::new(0.0, 0.0, 0.0, 0.0)
888    }
889}
890
891/// Implements `Default` for `Color` as opaque black.
892impl Default for Color {
893    fn default() -> Color {
894        Color::black()
895    }
896}
897
898/// Implements methods and operator overloading for `Vector3D`.
899impl Vector3D {
900    /// Returns the zero vector (0.0, 0.0, 0.0).
901    ///
902    /// # Returns
903    ///
904    /// - `Vector3D` - The zero vector.
905    pub fn zero() -> Vector3D {
906        Vector3D::new(0.0, 0.0, 0.0)
907    }
908
909    /// Returns the unit vector pointing right (1.0, 0.0, 0.0).
910    ///
911    /// # Returns
912    ///
913    /// - `Vector3D` - The right unit vector.
914    pub fn right() -> Vector3D {
915        Vector3D::new(1.0, 0.0, 0.0)
916    }
917
918    /// Returns the unit vector pointing up (0.0, 1.0, 0.0).
919    ///
920    /// # Returns
921    ///
922    /// - `Vector3D` - The up unit vector.
923    pub fn up() -> Vector3D {
924        Vector3D::new(0.0, 1.0, 0.0)
925    }
926
927    /// Returns the unit vector pointing forward (0.0, 0.0, -1.0).
928    ///
929    /// In a right-handed coordinate system where -z is forward.
930    ///
931    /// # Returns
932    ///
933    /// - `Vector3D` - The forward unit vector.
934    pub fn forward() -> Vector3D {
935        Vector3D::new(0.0, 0.0, -1.0)
936    }
937
938    /// Returns the magnitude (length) of the vector.
939    ///
940    /// # Returns
941    ///
942    /// - `f64` - The magnitude of the vector.
943    pub fn magnitude(&self) -> f64 {
944        (self.get_x() * self.get_x() + self.get_y() * self.get_y() + self.get_z() * self.get_z())
945            .sqrt()
946    }
947
948    /// Returns the squared magnitude of the vector.
949    ///
950    /// Avoids a square root, making it faster for comparison-only use cases.
951    ///
952    /// # Returns
953    ///
954    /// - `f64` - The squared magnitude of the vector.
955    pub fn magnitude_squared(&self) -> f64 {
956        self.get_x() * self.get_x() + self.get_y() * self.get_y() + self.get_z() * self.get_z()
957    }
958
959    /// Returns a normalized (unit length) copy of this vector.
960    ///
961    /// Returns the zero vector if the magnitude is zero.
962    ///
963    /// # Returns
964    ///
965    /// - `Vector3D` - The normalized vector.
966    pub fn normalized(&self) -> Vector3D {
967        let mag: f64 = self.magnitude();
968        if mag < EPSILON {
969            return Vector3D::zero();
970        }
971        Vector3D::new(self.get_x() / mag, self.get_y() / mag, self.get_z() / mag)
972    }
973
974    /// Normalizes this vector in place.
975    pub fn normalize(&mut self) {
976        let mag: f64 = self.magnitude();
977        if mag < EPSILON {
978            self.set_x(0.0);
979            self.set_y(0.0);
980            self.set_z(0.0);
981            return;
982        }
983        self.set_x(self.get_x() / mag);
984        self.set_y(self.get_y() / mag);
985        self.set_z(self.get_z() / mag);
986    }
987
988    /// Computes the dot product with another vector.
989    ///
990    /// # Arguments
991    ///
992    /// - `Vector3D` - The other vector.
993    ///
994    /// # Returns
995    ///
996    /// - `f64` - The dot product.
997    pub fn dot(&self, other: Vector3D) -> f64 {
998        self.get_x() * other.get_x() + self.get_y() * other.get_y() + self.get_z() * other.get_z()
999    }
1000
1001    /// Computes the 3D cross product with another vector.
1002    ///
1003    /// # Arguments
1004    ///
1005    /// - `Vector3D` - The other vector.
1006    ///
1007    /// # Returns
1008    ///
1009    /// - `Vector3D` - The cross product vector.
1010    pub fn cross(&self, other: Vector3D) -> Vector3D {
1011        Vector3D::new(
1012            self.get_y() * other.get_z() - self.get_z() * other.get_y(),
1013            self.get_z() * other.get_x() - self.get_x() * other.get_z(),
1014            self.get_x() * other.get_y() - self.get_y() * other.get_x(),
1015        )
1016    }
1017
1018    /// Returns the distance from this point to another.
1019    ///
1020    /// # Arguments
1021    ///
1022    /// - `Vector3D` - The target point.
1023    ///
1024    /// # Returns
1025    ///
1026    /// - `f64` - The Euclidean distance.
1027    pub fn distance_to(&self, other: Vector3D) -> f64 {
1028        (other - *self).magnitude()
1029    }
1030
1031    /// Returns the squared distance from this point to another.
1032    ///
1033    /// # Arguments
1034    ///
1035    /// - `Vector3D` - The target point.
1036    ///
1037    /// # Returns
1038    ///
1039    /// - `f64` - The squared Euclidean distance.
1040    pub fn distance_squared_to(&self, other: Vector3D) -> f64 {
1041        (other - *self).magnitude_squared()
1042    }
1043
1044    /// Returns a unit vector pointing from this point to another.
1045    ///
1046    /// # Arguments
1047    ///
1048    /// - `Vector3D` - The target point.
1049    ///
1050    /// # Returns
1051    ///
1052    /// - `Vector3D` - The direction unit vector.
1053    pub fn direction_to(&self, other: Vector3D) -> Vector3D {
1054        (other - *self).normalized()
1055    }
1056
1057    /// Returns a linearly interpolated vector between this and another.
1058    ///
1059    /// # Arguments
1060    ///
1061    /// - `Vector3D` - The target vector.
1062    /// - `f64` - The interpolation factor.
1063    ///
1064    /// # Returns
1065    ///
1066    /// - `Vector3D` - The interpolated vector.
1067    pub fn lerp(&self, other: Vector3D, t: f64) -> Vector3D {
1068        Vector3D::new(
1069            self.get_x() + (other.get_x() - self.get_x()) * t,
1070            self.get_y() + (other.get_y() - self.get_y()) * t,
1071            self.get_z() + (other.get_z() - self.get_z()) * t,
1072        )
1073    }
1074
1075    /// Scales this vector by a scalar factor.
1076    ///
1077    /// # Arguments
1078    ///
1079    /// - `f64` - The scalar factor.
1080    pub fn scale(&mut self, scalar: f64) {
1081        self.set_x(self.get_x() * scalar);
1082        self.set_y(self.get_y() * scalar);
1083        self.set_z(self.get_z() * scalar);
1084    }
1085
1086    /// Returns a scaled copy of this vector.
1087    ///
1088    /// # Arguments
1089    ///
1090    /// - `f64` - The scalar factor.
1091    ///
1092    /// # Returns
1093    ///
1094    /// - `Vector3D` - The scaled vector.
1095    pub fn scaled(&self, scalar: f64) -> Vector3D {
1096        Vector3D::new(
1097            self.get_x() * scalar,
1098            self.get_y() * scalar,
1099            self.get_z() * scalar,
1100        )
1101    }
1102
1103    /// Rotates this vector by a quaternion.
1104    ///
1105    /// # Arguments
1106    ///
1107    /// - `Quaternion` - The rotation quaternion.
1108    ///
1109    /// # Returns
1110    ///
1111    /// - `Vector3D` - The rotated vector.
1112    pub fn rotated_by(&self, quaternion: Quaternion) -> Vector3D {
1113        let pure: Quaternion = Quaternion::new(self.get_x(), self.get_y(), self.get_z(), 0.0);
1114        let result: Quaternion = quaternion * pure * quaternion.conjugate();
1115        Vector3D::new(result.get_x(), result.get_y(), result.get_z())
1116    }
1117}
1118
1119/// Implements `Interpolable` for `Vector3D`.
1120impl Interpolable for Vector3D {
1121    fn lerp(&self, other: Vector3D, t: f64) -> Vector3D {
1122        Vector3D::lerp(self, other, t)
1123    }
1124}
1125
1126/// Implements vector addition.
1127impl Add for Vector3D {
1128    type Output = Vector3D;
1129    fn add(self, other: Vector3D) -> Vector3D {
1130        Vector3D::new(
1131            self.get_x() + other.get_x(),
1132            self.get_y() + other.get_y(),
1133            self.get_z() + other.get_z(),
1134        )
1135    }
1136}
1137
1138/// Implements vector subtraction.
1139impl Sub for Vector3D {
1140    type Output = Vector3D;
1141    fn sub(self, other: Vector3D) -> Vector3D {
1142        Vector3D::new(
1143            self.get_x() - other.get_x(),
1144            self.get_y() - other.get_y(),
1145            self.get_z() - other.get_z(),
1146        )
1147    }
1148}
1149
1150/// Implements scalar multiplication.
1151impl Mul<f64> for Vector3D {
1152    type Output = Vector3D;
1153    fn mul(self, scalar: f64) -> Vector3D {
1154        Vector3D::new(
1155            self.get_x() * scalar,
1156            self.get_y() * scalar,
1157            self.get_z() * scalar,
1158        )
1159    }
1160}
1161
1162/// Implements vector negation.
1163impl Neg for Vector3D {
1164    type Output = Vector3D;
1165    fn neg(self) -> Vector3D {
1166        Vector3D::new(-self.get_x(), -self.get_y(), -self.get_z())
1167    }
1168}
1169
1170/// Implements in-place vector addition.
1171impl AddAssign for Vector3D {
1172    fn add_assign(&mut self, other: Vector3D) {
1173        self.set_x(self.get_x() + other.get_x());
1174        self.set_y(self.get_y() + other.get_y());
1175        self.set_z(self.get_z() + other.get_z());
1176    }
1177}
1178
1179/// Implements in-place vector subtraction.
1180impl SubAssign for Vector3D {
1181    fn sub_assign(&mut self, other: Vector3D) {
1182        self.set_x(self.get_x() - other.get_x());
1183        self.set_y(self.get_y() - other.get_y());
1184        self.set_z(self.get_z() - other.get_z());
1185    }
1186}
1187
1188/// Implements in-place scalar multiplication.
1189impl MulAssign<f64> for Vector3D {
1190    fn mul_assign(&mut self, scalar: f64) {
1191        self.set_x(self.get_x() * scalar);
1192        self.set_y(self.get_y() * scalar);
1193        self.set_z(self.get_z() * scalar);
1194    }
1195}
1196
1197/// Implements quaternion operations for `Quaternion`.
1198impl Quaternion {
1199    /// Returns the identity quaternion (0, 0, 0, 1) representing no rotation.
1200    ///
1201    /// # Returns
1202    ///
1203    /// - `Quaternion` - The identity quaternion.
1204    pub fn identity() -> Quaternion {
1205        Quaternion::new(0.0, 0.0, 0.0, 1.0)
1206    }
1207
1208    /// Creates a quaternion from a rotation around an axis.
1209    ///
1210    /// # Arguments
1211    ///
1212    /// - `Vector3D` - The rotation axis (should be normalized).
1213    /// - `f64` - The rotation angle in radians.
1214    ///
1215    /// # Returns
1216    ///
1217    /// - `Quaternion` - The rotation quaternion.
1218    pub fn from_axis_angle(axis: Vector3D, angle: f64) -> Quaternion {
1219        let half: f64 = angle * 0.5;
1220        let sin_half: f64 = half.sin();
1221        let cos_half: f64 = half.cos();
1222        let normalized_axis: Vector3D = axis.normalized();
1223        Quaternion::new(
1224            normalized_axis.get_x() * sin_half,
1225            normalized_axis.get_y() * sin_half,
1226            normalized_axis.get_z() * sin_half,
1227            cos_half,
1228        )
1229    }
1230
1231    /// Creates a quaternion from Euler angles (yaw, pitch, roll) in radians.
1232    ///
1233    /// # Arguments
1234    ///
1235    /// - `f64` - The yaw (rotation around y axis) in radians.
1236    /// - `f64` - The pitch (rotation around x axis) in radians.
1237    /// - `f64` - The roll (rotation around z axis) in radians.
1238    ///
1239    /// # Returns
1240    ///
1241    /// - `Quaternion` - The rotation quaternion.
1242    pub fn from_euler(yaw: f64, pitch: f64, roll: f64) -> Quaternion {
1243        let half_yaw: f64 = yaw * 0.5;
1244        let half_pitch: f64 = pitch * 0.5;
1245        let half_roll: f64 = roll * 0.5;
1246        let cy: f64 = half_yaw.cos();
1247        let sy: f64 = half_yaw.sin();
1248        let cp: f64 = half_pitch.cos();
1249        let sp: f64 = half_pitch.sin();
1250        let cr: f64 = half_roll.cos();
1251        let sr: f64 = half_roll.sin();
1252        Quaternion::new(
1253            sp * cy * cr + cp * sy * sr,
1254            cp * sy * cr - sp * cy * sr,
1255            cp * cy * sr - sp * sy * cr,
1256            sp * sy * sr + cp * cy * cr,
1257        )
1258    }
1259
1260    /// Returns the magnitude of the quaternion.
1261    ///
1262    /// # Returns
1263    ///
1264    /// - `f64` - The magnitude.
1265    pub fn magnitude(&self) -> f64 {
1266        (self.get_x() * self.get_x()
1267            + self.get_y() * self.get_y()
1268            + self.get_z() * self.get_z()
1269            + self.get_w() * self.get_w())
1270        .sqrt()
1271    }
1272
1273    /// Returns a normalized copy of this quaternion.
1274    ///
1275    /// # Returns
1276    ///
1277    /// - `Quaternion` - The normalized quaternion.
1278    pub fn normalized(&self) -> Quaternion {
1279        let mag: f64 = self.magnitude();
1280        if mag < EPSILON {
1281            return Quaternion::identity();
1282        }
1283        let inv: f64 = 1.0 / mag;
1284        Quaternion::new(
1285            self.get_x() * inv,
1286            self.get_y() * inv,
1287            self.get_z() * inv,
1288            self.get_w() * inv,
1289        )
1290    }
1291
1292    /// Returns the conjugate of this quaternion.
1293    ///
1294    /// # Returns
1295    ///
1296    /// - `Quaternion` - The conjugate quaternion.
1297    pub fn conjugate(&self) -> Quaternion {
1298        Quaternion::new(-self.get_x(), -self.get_y(), -self.get_z(), self.get_w())
1299    }
1300
1301    /// Computes the dot product with another quaternion.
1302    ///
1303    /// # Arguments
1304    ///
1305    /// - `Quaternion` - The other quaternion.
1306    ///
1307    /// # Returns
1308    ///
1309    /// - `f64` - The dot product.
1310    pub fn dot(&self, other: Quaternion) -> f64 {
1311        self.get_x() * other.get_x()
1312            + self.get_y() * other.get_y()
1313            + self.get_z() * other.get_z()
1314            + self.get_w() * other.get_w()
1315    }
1316
1317    /// Performs spherical linear interpolation between this and another quaternion.
1318    ///
1319    /// # Arguments
1320    ///
1321    /// - `Quaternion` - The target quaternion.
1322    /// - `f64` - The interpolation factor in the range 0.0 to 1.0.
1323    ///
1324    /// # Returns
1325    ///
1326    /// - `Quaternion` - The interpolated quaternion.
1327    pub fn slerp(&self, other: Quaternion, t: f64) -> Quaternion {
1328        let mut cos_theta: f64 = self.dot(other);
1329        let target: Quaternion = if cos_theta < 0.0 {
1330            cos_theta = -cos_theta;
1331            Quaternion::new(
1332                -other.get_x(),
1333                -other.get_y(),
1334                -other.get_z(),
1335                -other.get_w(),
1336            )
1337        } else {
1338            other
1339        };
1340        if cos_theta > 1.0 - EPSILON {
1341            return Quaternion::new(
1342                self.get_x() + (target.get_x() - self.get_x()) * t,
1343                self.get_y() + (target.get_y() - self.get_y()) * t,
1344                self.get_z() + (target.get_z() - self.get_z()) * t,
1345                self.get_w() + (target.get_w() - self.get_w()) * t,
1346            )
1347            .normalized();
1348        }
1349        let theta: f64 = cos_theta.acos();
1350        let sin_theta: f64 = theta.sin();
1351        let factor_a: f64 = ((1.0 - t) * theta).sin() / sin_theta;
1352        let factor_b: f64 = (t * theta).sin() / sin_theta;
1353        Quaternion::new(
1354            self.get_x() * factor_a + target.get_x() * factor_b,
1355            self.get_y() * factor_a + target.get_y() * factor_b,
1356            self.get_z() * factor_a + target.get_z() * factor_b,
1357            self.get_w() * factor_a + target.get_w() * factor_b,
1358        )
1359    }
1360}
1361
1362/// Implements quaternion multiplication.
1363impl Mul for Quaternion {
1364    type Output = Quaternion;
1365    fn mul(self, other: Quaternion) -> Quaternion {
1366        Quaternion::new(
1367            self.get_w() * other.get_x()
1368                + self.get_x() * other.get_w()
1369                + self.get_y() * other.get_z()
1370                - self.get_z() * other.get_y(),
1371            self.get_w() * other.get_y() - self.get_x() * other.get_z()
1372                + self.get_y() * other.get_w()
1373                + self.get_z() * other.get_x(),
1374            self.get_w() * other.get_z() + self.get_x() * other.get_y()
1375                - self.get_y() * other.get_x()
1376                + self.get_z() * other.get_w(),
1377            self.get_w() * other.get_w()
1378                - self.get_x() * other.get_x()
1379                - self.get_y() * other.get_y()
1380                - self.get_z() * other.get_z(),
1381        )
1382    }
1383}
1384
1385/// Implements matrix operations for `Matrix4x4`.
1386impl Matrix4x4 {
1387    /// Returns the identity matrix.
1388    ///
1389    /// # Returns
1390    ///
1391    /// - `Matrix4x4` - The identity matrix.
1392    pub fn identity() -> Matrix4x4 {
1393        Matrix4x4::new([
1394            1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0,
1395        ])
1396    }
1397
1398    /// Creates a translation matrix.
1399    ///
1400    /// # Arguments
1401    ///
1402    /// - `Vector3D` - The translation vector.
1403    ///
1404    /// # Returns
1405    ///
1406    /// - `Matrix4x4` - The translation matrix.
1407    pub fn translation(translation: Vector3D) -> Matrix4x4 {
1408        let mut elements: [f64; 16] = Self::identity().get_elements();
1409        elements[12] = translation.get_x();
1410        elements[13] = translation.get_y();
1411        elements[14] = translation.get_z();
1412        Matrix4x4::new(elements)
1413    }
1414
1415    /// Creates a scaling matrix.
1416    ///
1417    /// # Arguments
1418    ///
1419    /// - `Vector3D` - The scale factors.
1420    ///
1421    /// # Returns
1422    ///
1423    /// - `Matrix4x4` - The scaling matrix.
1424    pub fn scaling(scale: Vector3D) -> Matrix4x4 {
1425        Matrix4x4::new([
1426            scale.get_x(),
1427            0.0,
1428            0.0,
1429            0.0,
1430            0.0,
1431            scale.get_y(),
1432            0.0,
1433            0.0,
1434            0.0,
1435            0.0,
1436            scale.get_z(),
1437            0.0,
1438            0.0,
1439            0.0,
1440            0.0,
1441            1.0,
1442        ])
1443    }
1444
1445    /// Creates a rotation matrix from a quaternion.
1446    ///
1447    /// # Arguments
1448    ///
1449    /// - `Quaternion` - The rotation quaternion.
1450    ///
1451    /// # Returns
1452    ///
1453    /// - `Matrix4x4` - The rotation matrix.
1454    pub fn rotation(quaternion: Quaternion) -> Matrix4x4 {
1455        let xx: f64 = quaternion.get_x() * quaternion.get_x();
1456        let yy: f64 = quaternion.get_y() * quaternion.get_y();
1457        let zz: f64 = quaternion.get_z() * quaternion.get_z();
1458        let xy: f64 = quaternion.get_x() * quaternion.get_y();
1459        let xz: f64 = quaternion.get_x() * quaternion.get_z();
1460        let yz: f64 = quaternion.get_y() * quaternion.get_z();
1461        let wx: f64 = quaternion.get_w() * quaternion.get_x();
1462        let wy: f64 = quaternion.get_w() * quaternion.get_y();
1463        let wz: f64 = quaternion.get_w() * quaternion.get_z();
1464        Matrix4x4::new([
1465            1.0 - 2.0 * (yy + zz),
1466            2.0 * (xy + wz),
1467            2.0 * (xz - wy),
1468            0.0,
1469            2.0 * (xy - wz),
1470            1.0 - 2.0 * (xx + zz),
1471            2.0 * (yz + wx),
1472            0.0,
1473            2.0 * (xz + wy),
1474            2.0 * (yz - wx),
1475            1.0 - 2.0 * (xx + yy),
1476            0.0,
1477            0.0,
1478            0.0,
1479            0.0,
1480            1.0,
1481        ])
1482    }
1483
1484    /// Creates a perspective projection matrix.
1485    ///
1486    /// # Arguments
1487    ///
1488    /// - `f64` - The vertical field of view in radians.
1489    /// - `f64` - The aspect ratio (width / height).
1490    /// - `f64` - The near clipping plane distance.
1491    /// - `f64` - The far clipping plane distance.
1492    ///
1493    /// # Returns
1494    ///
1495    /// - `Matrix4x4` - The perspective projection matrix.
1496    pub fn perspective(fov: f64, aspect: f64, near: f64, far: f64) -> Matrix4x4 {
1497        let f: f64 = 1.0 / (fov * 0.5).tan();
1498        let range: f64 = far - near;
1499        Matrix4x4::new([
1500            f / aspect,
1501            0.0,
1502            0.0,
1503            0.0,
1504            0.0,
1505            f,
1506            0.0,
1507            0.0,
1508            0.0,
1509            0.0,
1510            -(far + near) / range,
1511            -1.0,
1512            0.0,
1513            0.0,
1514            -(2.0 * far * near) / range,
1515            0.0,
1516        ])
1517    }
1518
1519    /// Creates an orthographic projection matrix.
1520    ///
1521    /// # Arguments
1522    ///
1523    /// - `f64` - The left boundary.
1524    /// - `f64` - The right boundary.
1525    /// - `f64` - The bottom boundary.
1526    /// - `f64` - The top boundary.
1527    /// - `f64` - The near clipping plane distance.
1528    /// - `f64` - The far clipping plane distance.
1529    ///
1530    /// # Returns
1531    ///
1532    /// - `Matrix4x4` - The orthographic projection matrix.
1533    pub fn orthographic(
1534        left: f64,
1535        right: f64,
1536        bottom: f64,
1537        top: f64,
1538        near: f64,
1539        far: f64,
1540    ) -> Matrix4x4 {
1541        let rml: f64 = right - left;
1542        let tmb: f64 = top - bottom;
1543        let fmn: f64 = far - near;
1544        Matrix4x4::new([
1545            2.0 / rml,
1546            0.0,
1547            0.0,
1548            0.0,
1549            0.0,
1550            2.0 / tmb,
1551            0.0,
1552            0.0,
1553            0.0,
1554            0.0,
1555            -2.0 / fmn,
1556            0.0,
1557            -(right + left) / rml,
1558            -(top + bottom) / tmb,
1559            -(far + near) / fmn,
1560            1.0,
1561        ])
1562    }
1563
1564    /// Creates a view matrix using the "look at" convention.
1565    ///
1566    /// # Arguments
1567    ///
1568    /// - `Vector3D` - The eye position.
1569    /// - `Vector3D` - The target position to look at.
1570    /// - `Vector3D` - The up direction.
1571    ///
1572    /// # Returns
1573    ///
1574    /// - `Matrix4x4` - The view matrix.
1575    pub fn look_at(eye: Vector3D, target: Vector3D, up: Vector3D) -> Matrix4x4 {
1576        let forward: Vector3D = (target - eye).normalized();
1577        let right: Vector3D = forward.cross(up).normalized();
1578        let up_orthogonal: Vector3D = right.cross(forward);
1579        Matrix4x4::new([
1580            right.get_x(),
1581            up_orthogonal.get_x(),
1582            -forward.get_x(),
1583            0.0,
1584            right.get_y(),
1585            up_orthogonal.get_y(),
1586            -forward.get_y(),
1587            0.0,
1588            right.get_z(),
1589            up_orthogonal.get_z(),
1590            -forward.get_z(),
1591            0.0,
1592            -right.dot(eye),
1593            -up_orthogonal.dot(eye),
1594            forward.dot(eye),
1595            1.0,
1596        ])
1597    }
1598
1599    /// Multiplies this matrix by another using fully unrolled arithmetic.
1600    ///
1601    /// Eliminates all loop overhead and allows the compiler to maximize
1602    /// register allocation and instruction-level parallelism.
1603    ///
1604    /// # Arguments
1605    ///
1606    /// - `Matrix4x4` - The other matrix.
1607    ///
1608    /// # Returns
1609    ///
1610    /// - `Matrix4x4` - The product matrix.
1611    pub fn multiply(&self, other: Matrix4x4) -> Matrix4x4 {
1612        let a: [f64; 16] = self.get_elements();
1613        let b: [f64; 16] = other.get_elements();
1614        Matrix4x4::new([
1615            a[0] * b[0] + a[4] * b[1] + a[8] * b[2] + a[12] * b[3],
1616            a[1] * b[0] + a[5] * b[1] + a[9] * b[2] + a[13] * b[3],
1617            a[2] * b[0] + a[6] * b[1] + a[10] * b[2] + a[14] * b[3],
1618            a[3] * b[0] + a[7] * b[1] + a[11] * b[2] + a[15] * b[3],
1619            a[0] * b[4] + a[4] * b[5] + a[8] * b[6] + a[12] * b[7],
1620            a[1] * b[4] + a[5] * b[5] + a[9] * b[6] + a[13] * b[7],
1621            a[2] * b[4] + a[6] * b[5] + a[10] * b[6] + a[14] * b[7],
1622            a[3] * b[4] + a[7] * b[5] + a[11] * b[6] + a[15] * b[7],
1623            a[0] * b[8] + a[4] * b[9] + a[8] * b[10] + a[12] * b[11],
1624            a[1] * b[8] + a[5] * b[9] + a[9] * b[10] + a[13] * b[11],
1625            a[2] * b[8] + a[6] * b[9] + a[10] * b[10] + a[14] * b[11],
1626            a[3] * b[8] + a[7] * b[9] + a[11] * b[10] + a[15] * b[11],
1627            a[0] * b[12] + a[4] * b[13] + a[8] * b[14] + a[12] * b[15],
1628            a[1] * b[12] + a[5] * b[13] + a[9] * b[14] + a[13] * b[15],
1629            a[2] * b[12] + a[6] * b[13] + a[10] * b[14] + a[14] * b[15],
1630            a[3] * b[12] + a[7] * b[13] + a[11] * b[14] + a[15] * b[15],
1631        ])
1632    }
1633
1634    /// Transforms a 3D point by this matrix, applying the perspective divide.
1635    ///
1636    /// # Arguments
1637    ///
1638    /// - `Vector3D` - The point to transform.
1639    ///
1640    /// # Returns
1641    ///
1642    /// - `Vector3D` - The transformed point.
1643    pub fn transform_point(&self, point: Vector3D) -> Vector3D {
1644        let elements: [f64; 16] = self.get_elements();
1645        let x: f64 = elements[0] * point.get_x()
1646            + elements[4] * point.get_y()
1647            + elements[8] * point.get_z()
1648            + elements[12];
1649        let y: f64 = elements[1] * point.get_x()
1650            + elements[5] * point.get_y()
1651            + elements[9] * point.get_z()
1652            + elements[13];
1653        let z: f64 = elements[2] * point.get_x()
1654            + elements[6] * point.get_y()
1655            + elements[10] * point.get_z()
1656            + elements[14];
1657        let w: f64 = elements[3] * point.get_x()
1658            + elements[7] * point.get_y()
1659            + elements[11] * point.get_z()
1660            + elements[15];
1661        if w.abs() < EPSILON {
1662            return Vector3D::new(x, y, z);
1663        }
1664        Vector3D::new(x / w, y / w, z / w)
1665    }
1666}
1667
1668/// Implements `Default` for `Quaternion` as the identity quaternion.
1669impl Default for Quaternion {
1670    fn default() -> Quaternion {
1671        Quaternion::identity()
1672    }
1673}
1674
1675/// Implements `Default` for `Matrix4x4` as the identity matrix.
1676impl Default for Matrix4x4 {
1677    fn default() -> Matrix4x4 {
1678        Matrix4x4::identity()
1679    }
1680}
1681
1682/// Implements methods for `Transform3D`.
1683impl Transform3D {
1684    /// Creates a new transform at the origin with no rotation and unit scale.
1685    ///
1686    /// # Returns
1687    ///
1688    /// - `Transform3D` - The identity transform.
1689    pub fn identity() -> Transform3D {
1690        Transform3D::new(
1691            Vector3D::zero(),
1692            Quaternion::identity(),
1693            Vector3D::new(1.0, 1.0, 1.0),
1694        )
1695    }
1696
1697    /// Translates the position by the given offset.
1698    ///
1699    /// # Arguments
1700    ///
1701    /// - `Vector3D` - The translation offset.
1702    pub fn translate(&mut self, offset: Vector3D) {
1703        self.set_position(self.get_position() + offset);
1704    }
1705
1706    /// Rotates by the given quaternion (post-multiplies).
1707    ///
1708    /// # Arguments
1709    ///
1710    /// - `Quaternion` - The rotation to apply.
1711    pub fn rotate(&mut self, rotation: Quaternion) {
1712        self.set_rotation(rotation * self.get_rotation());
1713    }
1714
1715    /// Scales by the given factors.
1716    ///
1717    /// # Arguments
1718    ///
1719    /// - `Vector3D` - The scale factors.
1720    pub fn scale_by(&mut self, factors: Vector3D) {
1721        let mut scale: Vector3D = self.get_scale();
1722        scale.set_x(scale.get_x() * factors.get_x());
1723        scale.set_y(scale.get_y() * factors.get_y());
1724        scale.set_z(scale.get_z() * factors.get_z());
1725        self.set_scale(scale);
1726    }
1727
1728    /// Applies this transform to a local-space point, returning world-space coordinates.
1729    ///
1730    /// # Arguments
1731    ///
1732    /// - `Vector3D` - The local-space point.
1733    ///
1734    /// # Returns
1735    ///
1736    /// - `Vector3D` - The transformed world-space point.
1737    pub fn apply_to_point(&self, point: Vector3D) -> Vector3D {
1738        let scale: Vector3D = self.get_scale();
1739        let scaled: Vector3D = Vector3D::new(
1740            point.get_x() * scale.get_x(),
1741            point.get_y() * scale.get_y(),
1742            point.get_z() * scale.get_z(),
1743        );
1744        scaled.rotated_by(self.get_rotation()) + self.get_position()
1745    }
1746
1747    /// Converts this transform to a `Matrix4x4`.
1748    ///
1749    /// # Returns
1750    ///
1751    /// - `Matrix4x4` - The composed transformation matrix.
1752    pub fn to_matrix(&self) -> Matrix4x4 {
1753        let translation: Matrix4x4 = Matrix4x4::translation(self.get_position());
1754        let rotation: Matrix4x4 = Matrix4x4::rotation(self.get_rotation());
1755        let scaling: Matrix4x4 = Matrix4x4::scaling(self.get_scale());
1756        translation.multiply(rotation).multiply(scaling)
1757    }
1758}
1759
1760/// Implements `Default` for `Transform3D` as the identity transform.
1761impl Default for Transform3D {
1762    fn default() -> Transform3D {
1763        Transform3D::identity()
1764    }
1765}
1766
1767/// Implements methods for `AABB3D`.
1768impl AABB3D {
1769    /// Creates an AABB from a center point and dimensions.
1770    ///
1771    /// # Arguments
1772    ///
1773    /// - `Vector3D` - The center point.
1774    /// - `f64` - The width.
1775    /// - `f64` - The height.
1776    /// - `f64` - The depth.
1777    ///
1778    /// # Returns
1779    ///
1780    /// - `AABB3D` - The new bounding box.
1781    pub fn from_center(center: Vector3D, width: f64, height: f64, depth: f64) -> AABB3D {
1782        AABB3D::new(
1783            Vector3D::new(
1784                center.get_x() - width * 0.5,
1785                center.get_y() - height * 0.5,
1786                center.get_z() - depth * 0.5,
1787            ),
1788            Vector3D::new(
1789                center.get_x() + width * 0.5,
1790                center.get_y() + height * 0.5,
1791                center.get_z() + depth * 0.5,
1792            ),
1793        )
1794    }
1795
1796    /// Returns the center point of the bounding box.
1797    ///
1798    /// # Returns
1799    ///
1800    /// - `Vector3D` - The center point.
1801    pub fn center(&self) -> Vector3D {
1802        Vector3D::new(
1803            (self.get_min().get_x() + self.get_max().get_x()) * 0.5,
1804            (self.get_min().get_y() + self.get_max().get_y()) * 0.5,
1805            (self.get_min().get_z() + self.get_max().get_z()) * 0.5,
1806        )
1807    }
1808
1809    /// Returns the dimensions of the bounding box as a vector.
1810    ///
1811    /// # Returns
1812    ///
1813    /// - `Vector3D` - The size vector (width, height, depth).
1814    pub fn size(&self) -> Vector3D {
1815        Vector3D::new(
1816            self.get_max().get_x() - self.get_min().get_x(),
1817            self.get_max().get_y() - self.get_min().get_y(),
1818            self.get_max().get_z() - self.get_min().get_z(),
1819        )
1820    }
1821
1822    /// Tests whether a point is inside this bounding box.
1823    ///
1824    /// # Arguments
1825    ///
1826    /// - `Vector3D` - The point to test.
1827    ///
1828    /// # Returns
1829    ///
1830    /// - `bool` - True if the point is inside.
1831    pub fn contains(&self, point: Vector3D) -> bool {
1832        point.get_x() >= self.get_min().get_x()
1833            && point.get_x() <= self.get_max().get_x()
1834            && point.get_y() >= self.get_min().get_y()
1835            && point.get_y() <= self.get_max().get_y()
1836            && point.get_z() >= self.get_min().get_z()
1837            && point.get_z() <= self.get_max().get_z()
1838    }
1839
1840    /// Tests whether this bounding box intersects another.
1841    ///
1842    /// # Arguments
1843    ///
1844    /// - `AABB3D` - The other bounding box.
1845    ///
1846    /// # Returns
1847    ///
1848    /// - `bool` - True if they intersect.
1849    pub fn intersects(&self, other: AABB3D) -> bool {
1850        self.get_min().get_x() <= other.get_max().get_x()
1851            && self.get_max().get_x() >= other.get_min().get_x()
1852            && self.get_min().get_y() <= other.get_max().get_y()
1853            && self.get_max().get_y() >= other.get_min().get_y()
1854            && self.get_min().get_z() <= other.get_max().get_z()
1855            && self.get_max().get_z() >= other.get_min().get_z()
1856    }
1857}
1858
1859/// Implements methods for `Sphere`.
1860impl Sphere {
1861    /// Tests whether a point is inside this sphere.
1862    ///
1863    /// # Arguments
1864    ///
1865    /// - `Vector3D` - The point to test.
1866    ///
1867    /// # Returns
1868    ///
1869    /// - `bool` - True if the point is inside.
1870    pub fn contains(&self, point: Vector3D) -> bool {
1871        self.get_center().distance_squared_to(point) <= self.get_radius() * self.get_radius()
1872    }
1873
1874    /// Tests whether this sphere intersects another.
1875    ///
1876    /// # Arguments
1877    ///
1878    /// - `Sphere` - The other sphere.
1879    ///
1880    /// # Returns
1881    ///
1882    /// - `bool` - True if they intersect.
1883    pub fn intersects(&self, other: Sphere) -> bool {
1884        let distance_sq: f64 = self.get_center().distance_squared_to(other.get_center());
1885        let radius_sum: f64 = self.get_radius() + other.get_radius();
1886        distance_sq <= radius_sum * radius_sum
1887    }
1888
1889    /// Returns the volume of the sphere.
1890    ///
1891    /// # Returns
1892    ///
1893    /// - `f64` - The volume.
1894    pub fn volume(&self) -> f64 {
1895        (4.0 / 3.0) * PI * self.get_radius() * self.get_radius() * self.get_radius()
1896    }
1897
1898    /// Returns the surface area of the sphere.
1899    ///
1900    /// # Returns
1901    ///
1902    /// - `f64` - The surface area.
1903    pub fn surface_area(&self) -> f64 {
1904        4.0 * PI * self.get_radius() * self.get_radius()
1905    }
1906}
1907
1908/// Implements methods for `Plane`.
1909impl Plane {
1910    /// Creates a plane from a normal and a point on the plane.
1911    ///
1912    /// # Arguments
1913    ///
1914    /// - `Vector3D` - The normal vector.
1915    /// - `Vector3D` - A point on the plane.
1916    ///
1917    /// # Returns
1918    ///
1919    /// - `Plane` - The new plane.
1920    pub fn from_normal_and_point(normal: Vector3D, point: Vector3D) -> Plane {
1921        let normalized_normal: Vector3D = normal.normalized();
1922        Plane::new(normalized_normal, -normalized_normal.dot(point))
1923    }
1924
1925    /// Returns the signed distance from a point to this plane.
1926    ///
1927    /// # Arguments
1928    ///
1929    /// - `Vector3D` - The point to test.
1930    ///
1931    /// # Returns
1932    ///
1933    /// - `f64` - The signed distance (positive on the normal side).
1934    pub fn distance_to_point(&self, point: Vector3D) -> f64 {
1935        self.get_normal().dot(point) + self.get_distance()
1936    }
1937
1938    /// Normalizes the plane normal and adjusts the distance accordingly.
1939    pub fn normalize(&mut self) {
1940        let mut normal: Vector3D = self.get_normal();
1941        let mag: f64 = normal.magnitude();
1942        if mag < EPSILON {
1943            return;
1944        }
1945        normal.set_x(normal.get_x() / mag);
1946        normal.set_y(normal.get_y() / mag);
1947        normal.set_z(normal.get_z() / mag);
1948        self.set_normal(normal);
1949        self.set_distance(self.get_distance() / mag);
1950    }
1951}
1952
1953/// Implements methods for `Ray3D`.
1954impl Ray3D {
1955    /// Returns the point on the ray at the given parameter value.
1956    ///
1957    /// # Arguments
1958    ///
1959    /// - `f64` - The parameter value (distance along the ray).
1960    ///
1961    /// # Returns
1962    ///
1963    /// - `Vector3D` - The point at the given distance.
1964    pub fn point_at(&self, t: f64) -> Vector3D {
1965        self.get_origin() + self.get_direction().scaled(t)
1966    }
1967
1968    /// Tests for intersection with a sphere, returning the nearest distance if hit.
1969    ///
1970    /// # Arguments
1971    ///
1972    /// - `Sphere` - The sphere to test.
1973    ///
1974    /// # Returns
1975    ///
1976    /// - `Option<f64>` - The distance to the intersection, or `None`.
1977    pub fn intersect_sphere(&self, sphere: Sphere) -> Option<f64> {
1978        let oc: Vector3D = self.get_origin() - sphere.get_center();
1979        let direction: Vector3D = self.get_direction();
1980        let a: f64 = direction.dot(direction);
1981        let b: f64 = 2.0 * oc.dot(direction);
1982        let c: f64 = oc.dot(oc) - sphere.get_radius() * sphere.get_radius();
1983        let discriminant: f64 = b * b - 4.0 * a * c;
1984        if discriminant < 0.0 {
1985            return None;
1986        }
1987        let sqrt_d: f64 = discriminant.sqrt();
1988        let t1: f64 = (-b - sqrt_d) / (2.0 * a);
1989        if t1 >= 0.0 {
1990            return Some(t1);
1991        }
1992        let t2: f64 = (-b + sqrt_d) / (2.0 * a);
1993        if t2 >= 0.0 {
1994            return Some(t2);
1995        }
1996        None
1997    }
1998
1999    /// Tests for intersection with a plane, returning the distance if hit.
2000    ///
2001    /// # Arguments
2002    ///
2003    /// - `Plane` - The plane to test.
2004    ///
2005    /// # Returns
2006    ///
2007    /// - `Option<f64>` - The distance to the intersection, or `None`.
2008    pub fn intersect_plane(&self, plane: Plane) -> Option<f64> {
2009        let direction: Vector3D = self.get_direction();
2010        let normal: Vector3D = plane.get_normal();
2011        let denom: f64 = direction.dot(normal);
2012        if denom.abs() < EPSILON {
2013            return None;
2014        }
2015        let t: f64 = -(normal.dot(self.get_origin()) + plane.get_distance()) / denom;
2016        if t >= 0.0 { Some(t) } else { None }
2017    }
2018
2019    /// Tests for intersection with an AABB, returning the nearest distance if hit.
2020    ///
2021    /// # Arguments
2022    ///
2023    /// - `AABB3D` - The bounding box to test.
2024    ///
2025    /// # Returns
2026    ///
2027    /// - `Option<f64>` - The distance to the intersection, or `None`.
2028    pub fn intersect_aabb(&self, aabb: AABB3D) -> Option<f64> {
2029        let mut t_min: f64 = f64::MIN;
2030        let mut t_max: f64 = f64::MAX;
2031        let direction: Vector3D = self.get_direction();
2032        let origin: Vector3D = self.get_origin();
2033        let aabb_min: Vector3D = aabb.get_min();
2034        let aabb_max: Vector3D = aabb.get_max();
2035        for axis in 0..3usize {
2036            let (dir_component, origin_component, min_component, max_component) = match axis {
2037                0 => (
2038                    direction.get_x(),
2039                    origin.get_x(),
2040                    aabb_min.get_x(),
2041                    aabb_max.get_x(),
2042                ),
2043                1 => (
2044                    direction.get_y(),
2045                    origin.get_y(),
2046                    aabb_min.get_y(),
2047                    aabb_max.get_y(),
2048                ),
2049                _ => (
2050                    direction.get_z(),
2051                    origin.get_z(),
2052                    aabb_min.get_z(),
2053                    aabb_max.get_z(),
2054                ),
2055            };
2056            if dir_component.abs() < EPSILON {
2057                if origin_component < min_component || origin_component > max_component {
2058                    return None;
2059                }
2060            } else {
2061                let inv_dir: f64 = 1.0 / dir_component;
2062                let t1: f64 = (min_component - origin_component) * inv_dir;
2063                let t2: f64 = (max_component - origin_component) * inv_dir;
2064                let t_near: f64 = t1.min(t2);
2065                let t_far: f64 = t1.max(t2);
2066                t_min = t_min.max(t_near);
2067                t_max = t_max.min(t_far);
2068                if t_min > t_max {
2069                    return None;
2070                }
2071            }
2072        }
2073        if t_min >= 0.0 {
2074            Some(t_min)
2075        } else if t_max >= 0.0 {
2076            Some(t_max)
2077        } else {
2078            None
2079        }
2080    }
2081}