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// Copyright 2015 Creekware Inc. See the COPYRIGHT
// file at the top-level directory of this distribution.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
//! Defines functions that generate common transformation matricies.
//!
//! The matricies generated by this crate use standard OpenGL fixed-function conventions.
//! For example, the look_at() function generates a transform from world space into the
//! specified eye space that the projective matrix functions (perspective, ortho, etc)
//! are designed to excpect. The OpenGL compatibility specifications defines the particular
//! layout of this eye space.
use *;
use f32;
use *;
use *;
/// Creates a 4x4 matrix for an orthographic parallel viewing volume with z bounds.
///
/// ```
/// use gml::*;
///
/// let r = ortho_z(0.0, 800.0, 0.0, 600.0, -100.0, 100.0);
///
/// let e = Matrix4x4::new( 0.0025, 1.0 , 1.0 , 1.0,
/// 1.0 , 0.003333, 1.0 , 1.0,
/// 1.0 , 1.0 , -0.01, 1.0,
/// -1.0 , -1.0 , 0.0 , 1.0 );
///
/// assert!(r.eq_approx(e, 1e-5));
/// ```
/// Creates a 4x4 matrix for an orthographic parallel viewing volume.
///
/// ```
/// use gml::*;
///
/// let r = ortho(0.0, 800.0, 0.0, 600.0);
///
/// let e = Matrix4x4::new( 0.0025, 1.0 , 1.0 , 1.0,
/// 1.0 , 0.003333, 1.0 , 1.0,
/// 1.0 , 1.0 , -1.0 , 1.0,
/// -1.0 , -1.0 , 1.0 , 1.0 );
///
/// assert!(r.eq_approx(e, 1e-5));
/// ```
/// Creates a frustum matrix.
///
/// ```
/// use gml::*;
///
/// let r = frustum(3.0, 600.0, -2.0, 540.0, -100.0, 100.0);
/// let e = Matrix4x4::new(-0.335008, 0.0 , 0.0 , 0.0,
/// 0.0 , -0.369004, 0.0 , 0.0,
/// 1.01005 , 0.99262 , 0.0 ,-1.0,
/// 0.0 , 0.0 , 100.0, 0.0 );
/// assert!(r.eq_approx(e, 1e-5));
/// ```
/// Creates a matrix for a symetric perspective-view frustum.
///
/// _fovy_
/// : Specifies the field of view angle in the y direction. Expressed in radians.
///
/// _aspect_
/// : Specifies the aspect ratio that determines the field of view in the x direction.
/// The aspect ratio is the ratio of the x (width) to y (height).
///
/// _near_
/// : Specifies the distance from the viewer to the near clipping plane (always positive).
///
/// _far_
/// : Specifies the distance from the viewer to the far clipping plane (always positive).
///
/// ```
/// use gml::*;
///
/// let r = perspective(3.14/7.0, 16.0/9.0, 80.0, 10.0);
/// let e = Matrix4x4::new( 2.465767, 0.0 , 0.0 , 0.0,
/// 0.0 , 4.383585, 0.0 , 0.0,
/// 0.0 , 0.0 , 1.285714, -1.0,
/// 0.0 , 0.0 , 22.857143, 0.0 );
/// assert!(r.eq_approx(e, 1e-5));
/// ```
/// Creates a perspective projection matrix based on a field of view.
///
/// _fovy_
/// : Specifies the field of view angle in the y direction. Expressed in radians.
///
/// _width_
/// : Width of the view.
///
/// _height_
/// : Height of the view.
///
/// _near_
/// : Specifies the distance from the viewer to the near clipping plane (always positive).
///
/// _far_
/// : Specifies the distance from the viewer to the far clipping plane (always positive).
///
/// ```
/// use gml::*;
///
/// let r = perspective_fov(3.14/7.0, 160.0, 90.0, 80.0, 10.0);
/// let e = Matrix4x4::new( 2.465767, 0.0 , 0.0 , 0.0,
/// 0.0 , 4.383585, 0.0 , 0.0,
/// 0.0 , 0.0 , 1.285714, -1.0,
/// 0.0 , 0.0 , 22.857143, 0.0 );
/// assert!(r.eq_approx(e, 1e-5));
/// ```
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
///
/// _fovy_
/// : Specifies the field of view angle in the y direction. Expressed in radians.
///
/// _aspect_
/// : Specifies the aspect ratio that determines the field of view in the x direction.
/// The aspect ratio is the ratio of the x (width) to y (height).
///
/// _near_
/// : Specifies the distance from the viewer to the near clipping plane (always positive).
///
/// ```
/// use gml::*;
///
/// let r = infinite_perspective(3.14/7.0, 16.0/9.0, 80.0);
/// let e = Matrix4x4::new( 2.465767, 0.0 , 0.0 , 0.0,
/// 0.0 , 4.383585, 0.0 , 0.0,
/// 0.0 , 0.0 , -1.0 , -1.0,
/// 0.0 , 0.0 , -160.0 , 0.0 );
/// assert!(r.eq_approx(e, 1e-5));
/// ```
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite
/// for graphics hardware that doesn't support depth clamping, with espilon.
///
/// _fovy_
/// : Specifies the field of view angle in the y direction. Expressed in radians.
///
/// _aspect_
/// : Specifies the aspect ratio that determines the field of view in the x direction.
/// The aspect ratio is the ratio of x (width) to y (height).
///
/// _near_
/// : Specifies the distance from the viewer to the near clipping plane (always positive).
///
/// _ep_
/// : Epsilon value
///
/// Infinite projection matrix: http://www.terathon.com/gdc07_lengyel.pdf
///
/// ```
/// use gml::*;
///
/// let r = tweaked_infinite_perspective_ep(3.14/1.75, 16.0/9.0, 100.0, 1e-5);
///
/// let e = Matrix4x4::new(0.448998, 0.0, 0.0, 0.0,
/// 0.0, 0.798218, 0.0, 0.0,
/// 0.0, 0.0, -0.99999, -1.0,
/// 0.0, 0.0, -199.999, 0.0 );
/// assert!(r.eq_approx(e, 1e-3));
/// ```
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite
/// for graphics hardware that doesn't support depth clamping.
///
/// _fovy_
/// : Specifies the field of view angle in the y direction. Expressed in radians.
///
/// _aspect_
/// : Specifies the aspect ratio that determines the field of view in the x direction.
/// The aspect ratio is the ratio of x (width) to y (height).
///
/// _near_
/// : Specifies the distance from the viewer to the near clipping plane (always positive).
///
/// ```
/// use gml::*;
///
/// let r = tweaked_infinite_perspective(3.14/1.75, 16.0/9.0, 100.0);
///
/// let e = Matrix4x4::new(0.448998, 0.0, 0.0, 0.0,
/// 0.0, 0.798218, 0.0, 0.0,
/// 0.0, 0.0, -0.99999, -1.0,
/// 0.0, 0.0, -199.999, 0.0 );
/// assert!(r.eq_approx(e, 1e-3));
/// ```
/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates
///
/// _obj_
/// : Specify the object coordinates.
///
/// _model_
/// : Specifies the current modelview matrix.
///
/// _proj_
/// : Specifies the current projection matrix.
///
/// _viewport_
/// : Specifies the current viewport.
///
/// ```
/// use gml::*;
///
/// let obj = Vector3::new(10.0, 20.0, 30.0);
///
/// let model = Matrix4::new(-3.0,-1.0,-5.0, 2.0,
/// 4.0, 4.0, 1.0, 9.0,
/// 9.0, 2.0, 5.0, 4.0,
/// 3.0, 2.0, 0.5, 1.5 );
///
/// let proj = Matrix4::new( 3.0, 2.0, 5.0, 7.0,
/// 0.5, 1.5, 2.5, 3.5,
/// 4.5, 5.5, 6.0, 4.0,
/// 0.5, 9.5, 8.5, 2.5 );
///
/// let viewport = Vector4::new( 5.5, 1.5, 0.5, 4.5 );
///
/// let r = project(obj, model, proj, viewport);
///
/// let e = Vector3::new( 5.858388, 6.309963, 1.17362 );
///
/// assert!(r.eq_approx(e, 1e-5));
/// ```
/// Map the specified window coordinates (obj.x, obj.y, obj.z) into object coordinates
///
/// _obj_
/// : Specify the object coordinates.
///
/// _model_
/// : Specifies the current modelview matrix.
///
/// _proj_
/// : Specifies the current projection matrix.
///
/// _viewport_
/// : Specifies the current viewport.
///
/// ```
/// use gml::*;
///
/// let obj = Vector3::new( 5.858388, 6.309963, 1.17362 );
///
/// let model = Matrix4::new(-3.0,-1.0,-5.0, 2.0,
/// 4.0, 4.0, 1.0, 9.0,
/// 9.0, 2.0, 5.0, 4.0,
/// 3.0, 2.0, 0.5, 1.5 );
///
/// let proj = Matrix4::new( 3.0, 2.0, 5.0, 7.0,
/// 0.5, 1.5, 2.5, 3.5,
/// 4.5, 5.5, 6.0, 4.0,
/// 0.5, 9.5, 8.5, 2.5 );
///
/// let viewport = Vector4::new( 5.5, 1.5, 0.5, 4.5 );
///
/// let r = unproject(obj, model, proj, viewport);
///
/// let e = Vector3::new(9.983053, 19.971006, 29.953223 );
///
/// assert!(r.eq_approx(e, 1e-5));
/// ```
/// Define a picking region
///
/// ```
/// use gml::*;
///
/// let center = Vector2::new(10.0, 20.0);
/// let delta = Vector2::new( 3.0, 7.0);
/// let viewport = Vector4::new(5.0, 11.0, 23.0, 6.0);
///
/// let r = pick_matrix(center, delta, viewport);
///
/// let e = Matrix4::new( 7.666667, 7.666667, 7.666667, 7.666667,
/// 0.857143, 0.857143, 0.857143, 0.857143,
/// 1.0 , 1.0 , 1.0 , 1.0 ,
/// 3.619048, 3.619048, 3.619048, 3.619048 );
///
/// assert!(r.eq_approx(e, 1e-5));
/// ```
/// Build a look at view matrix.
///
/// _eye_
/// : Position of the camera.
///
/// _center_
/// : Position where the camera is looking at
///
/// _up_
/// : Normalized up vector, how the camera is orientated. Typically (0, 0, 1).
///
/// ```
/// use gml::*;
///
/// let eye = Vector3::new(10.0, 20.0, 30.0);
/// let center = Vector3::new( 5.0, 15.0, 22.0);
/// let up = Vector3::new( 0.0, 0.6, 0.8);
///
/// let r = look_at(eye, center, up);
///
/// let e = Matrix4::new( 0.157991, -0.869334, 0.468293, 1.0,
/// 0.789953, 0.395824, 0.468293, 1.0,
/// -0.592464, 0.295943, 0.749269, 1.0,
/// 0.394976, -8.101448,-36.526847,1.0 );
/// assert!(r.eq_approx(e, 1e-5));
/// ```