extern crate cgmath;
extern crate glium;
use errors::ShapeCreationError;
use self::cgmath::*;
use vertex::Vertex;
pub struct Quad {
vertices: glium::vertex::VertexBufferAny,
}
impl<'a> glium::vertex::IntoVerticesSource<'a> for &'a Quad {
fn into_vertices_source(self) -> glium::vertex::VerticesSource<'a> {
return self.vertices.into_vertices_source();
}
}
impl<'a> Into<glium::index::IndicesSource<'a>> for &'a Quad {
fn into(self) -> glium::index::IndicesSource<'a> {
return glium::index::IndicesSource::NoIndices {
primitives: glium::index::PrimitiveType::TriangleStrip,
};
}
}
pub struct QuadBuilder {
matrix: cgmath::Matrix4<f32>,
}
impl Default for QuadBuilder {
fn default() -> QuadBuilder {
QuadBuilder { matrix: cgmath::Matrix4::<f32>::identity() }
}
}
impl QuadBuilder {
pub fn new() -> QuadBuilder {
Default::default()
}
pub fn scale(mut self, x: f32, y: f32, z: f32) -> Self {
self.matrix = cgmath::Matrix4::from_nonuniform_scale(x, y, z) * self.matrix;
return self;
}
pub fn translate(mut self, x: f32, y: f32, z: f32) -> Self {
self.matrix = cgmath::Matrix4::from_translation([x, y, z].into()) * self.matrix;
return self;
}
pub fn rotate_x(mut self, radians: f32) -> Self {
self.matrix = cgmath::Matrix4::<f32>::from(
cgmath::Matrix3::<f32>::from_angle_x(
cgmath::Rad::<f32>(radians)
)
) * self.matrix;
return self;
}
pub fn rotate_y(mut self, radians: f32) -> Self {
self.matrix = cgmath::Matrix4::<f32>::from(
cgmath::Matrix3::<f32>::from_angle_y(
cgmath::Rad::<f32>(radians)
)
) * self.matrix;
return self;
}
pub fn rotate_z(mut self, radians: f32) -> Self {
self.matrix = cgmath::Matrix4::<f32>::from(
cgmath::Matrix3::<f32>::from_angle_z(
cgmath::Rad::<f32>(radians)
)
) * self.matrix;
return self;
}
pub fn build<F>(self, display: &F) -> Result<Quad, ShapeCreationError>
where F: glium::backend::Facade
{
let vertices =
try!(glium::vertex::VertexBuffer::<Vertex>::new(display, &try!(self.build_vertices())));
Ok(Quad { vertices: glium::vertex::VertexBufferAny::from(vertices) })
}
pub fn build_vertices(&self) -> Result<Vec<Vertex>, ShapeCreationError> {
let normal_matrix = Matrix3::<f32>::from_cols(self.matrix.x.truncate(),
self.matrix.y.truncate(),
self.matrix.z.truncate())
.invert()
.unwrap_or(Matrix3::<f32>::identity())
.transpose();
let verts_per_quad = 4;
let mut vertices = Vec::<Vertex>::with_capacity(verts_per_quad);
for vert in 0..verts_per_quad {
let (u, v) = ((vert / 2) as f32, (vert % 2) as f32);
let position = Vector4::<f32>::new((u * 2.0) - 1.0, (v * 2.0) - 1.0, 0.0, 1.0);
let normal = Vector3::<f32>::new(0.0, 0.0, -1.0);
vertices.push(Vertex {
position: Point3::<f32>::from_homogeneous(self.matrix * position).into(),
normal: (normal_matrix * normal).normalize().into(),
texcoord: [u, v],
});
}
return Ok(vertices);
}
}
#[test]
pub fn ensure_default_quad_has_edge_lengths_of_two() {
use std::f32;
let vertices = QuadBuilder::new()
.build_vertices()
.expect("Failed to build vertices");
let mut min = Vector3::<f32>::new(f32::MAX, f32::MAX, f32::MAX);
let mut max = -min;
for ref vertex in vertices {
let pos = Vector3::<f32>::from(vertex.position);
min.x = f32::min(min.x, pos.x);
min.y = f32::min(min.y, pos.y);
min.z = f32::min(min.z, pos.z);
max.x = f32::max(max.x, pos.x);
max.y = f32::max(max.y, pos.y);
max.z = f32::max(max.z, pos.z);
}
assert_eq!(min, Vector3::new(-1.0, -1.0, 0.0));
assert_eq!(max, Vector3::new(1.0, 1.0, 0.0));
}
#[test]
pub fn ensure_default_quad_has_centroid_at_origin() {
let vertices = QuadBuilder::new()
.build_vertices()
.expect("Failed to build vertices");
let mut sum = Vector3::<f32>::zero();
for ref vertex in vertices {
sum = sum + Vector3::<f32>::from(vertex.position);
}
assert_eq!(sum, Vector3::<f32>::zero());
}
#[test]
pub fn ensure_default_quad_is_planar() {
let vertices = QuadBuilder::new()
.build_vertices()
.expect("Failed to build vertices");
let tri0 = [Vector3::<f32>::from(vertices[0].position),
Vector3::<f32>::from(vertices[1].position),
Vector3::<f32>::from(vertices[2].position)];
let tri1 = [Vector3::<f32>::from(vertices[2].position),
Vector3::<f32>::from(vertices[1].position),
Vector3::<f32>::from(vertices[3].position)];
let n0 = (tri0[1] - tri0[0]).cross(tri0[2] - tri0[0]).normalize();
let n1 = (tri1[1] - tri1[0]).cross(tri1[2] - tri1[0]).normalize();
assert_ulps_eq!(n0, n1, epsilon = 0.0001);
}
#[test]
pub fn ensure_default_quad_has_ccw_triangles() {
let vertices = QuadBuilder::new()
.build_vertices()
.expect("Failed to build vertices");
let tris = [[0, 1, 2], [2, 1, 3]];
for tri in tris.iter() {
let v0 = Vector3::<f32>::from(vertices[tri[0]].position);
let v1 = Vector3::<f32>::from(vertices[tri[1]].position);
let v2 = Vector3::<f32>::from(vertices[tri[2]].position);
let eyepos = v0 + Vector3::<f32>::from(vertices[tri[0]].normal);
let e0 = v1 - v0;
let e1 = v2 - v0;
let n = e0.cross(e1);
assert!(n.dot(v0 - eyepos) <= 0.0);
assert!(n.dot(v1 - eyepos) <= 0.0);
assert!(n.dot(v2 - eyepos) <= 0.0);
}
}
#[test]
pub fn ensure_default_quad_has_face_aligned_normals() {
let vertices = QuadBuilder::new()
.build_vertices()
.expect("Failed to build vertices");
let tri0 = [Vector3::<f32>::from(vertices[0].position),
Vector3::<f32>::from(vertices[1].position),
Vector3::<f32>::from(vertices[2].position)];
let fnormal = (tri0[1] - tri0[0]).cross(tri0[2] - tri0[0]).normalize();
for vertex in vertices.iter() {
let vnormal = Vector3::<f32>::from(vertex.normal);
assert_eq!(vnormal, fnormal);
}
}
#[test]
pub fn ensure_quad_uvs_are_in_correct_range() {
use std::f32;
let vertices = QuadBuilder::new()
.build_vertices()
.expect("Failed to build vertices");
let mut min = Vector2::<f32>::new(f32::MAX, f32::MAX);
let mut max = -min;
for ref vertex in vertices {
min.x = f32::min(min.x, vertex.texcoord[0]);
min.y = f32::min(min.y, vertex.texcoord[1]);
max.x = f32::max(max.x, vertex.texcoord[0]);
max.y = f32::max(max.y, vertex.texcoord[1]);
}
assert!(min == Vector2::<f32>::zero());
assert!(max == Vector2::<f32>::from_value(1.0));
}