1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
use traits::structure::BaseFloat;
use structs::{Pnt3, Vec3, Mat4};

#[cfg(feature="arbitrary")]
use quickcheck::{Arbitrary, Gen};


/// A 3D perspective projection stored without any matrix.
///
/// This maps a frustrum cube to the unit cube with corners varying from `(-1, -1, -1)` to
/// `(1, 1, 1)`. Reading or modifying its individual properties is cheap but applying the
/// transformation is costly.
#[derive(Eq, PartialEq, RustcEncodable, RustcDecodable, Clone, Debug, Copy)]
pub struct Persp3<N> {
    aspect: N,
    fovy:    N,
    znear:  N,
    zfar:   N
}

/// A 3D perspective projection stored as a 4D matrix.
///
/// This maps a frustrum to the unit cube with corners varying from `(-1, -1, -1)` to
/// `(1, 1, 1)`. Reading or modifying its individual properties is costly but applying the
/// transformation is cheap.
#[derive(Eq, PartialEq, RustcEncodable, RustcDecodable, Clone, Debug, Copy)]
pub struct PerspMat3<N> {
    mat: Mat4<N>
}

impl<N: BaseFloat> Persp3<N> {
    /// Creates a new 3D perspective projection.
    pub fn new(aspect: N, fovy: N, znear: N, zfar: N) -> Persp3<N> {
        assert!(!::is_zero(&(zfar - znear)));
        assert!(!::is_zero(&aspect));

        Persp3 {
            aspect: aspect,
            fovy:    fovy,
            znear:  znear,
            zfar:   zfar
        }
    }

    /// Builds a 4D projection matrix (using homogeneous coordinates) for this projection.
    pub fn to_mat(&self) -> Mat4<N> {
        self.to_persp_mat().mat
    }

    /// Build a `PerspMat3` representing this projection.
    pub fn to_persp_mat(&self) -> PerspMat3<N> {
        PerspMat3::new(self.aspect, self.fovy, self.znear, self.zfar)
    }
}

#[cfg(feature="arbitrary")]
impl<N: Arbitrary + BaseFloat> Arbitrary for Persp3<N> {
    fn arbitrary<G: Gen>(g: &mut G) -> Persp3<N> {
        use structs::ortho::reject;
        let znear = Arbitrary::arbitrary(g);
        let zfar = reject(g, |&x: &N| !::is_zero(&(x - znear)));
        Persp3::new(Arbitrary::arbitrary(g), Arbitrary::arbitrary(g), znear, zfar)
    }
}

impl<N: BaseFloat + Clone> Persp3<N> {
    /// Gets the `width / height` aspect ratio.
    #[inline]
    pub fn aspect(&self) -> N {
        self.aspect.clone()
    }

    /// Gets the y field of view of the view frustrum.
    #[inline]
    pub fn fovy(&self) -> N {
        self.fovy.clone()
    }

    /// Gets the near plane offset of the view frustrum.
    #[inline]
    pub fn znear(&self) -> N {
        self.znear.clone()
    }

    /// Gets the far plane offset of the view frustrum.
    #[inline]
    pub fn zfar(&self) -> N {
        self.zfar.clone()
    }

    /// Sets the `width / height` aspect ratio of the view frustrum.
    ///
    /// This method does not build any matrix.
    #[inline]
    pub fn set_aspect(&mut self, aspect: N) {
        self.aspect = aspect;
    }

    /// Sets the y field of view of the view frustrum.
    ///
    /// This method does not build any matrix.
    #[inline]
    pub fn set_fovy(&mut self, fovy: N) {
        self.fovy = fovy;
    }

    /// Sets the near plane offset of the view frustrum.
    ///
    /// This method does not build any matrix.
    #[inline]
    pub fn set_znear(&mut self, znear: N) {
        self.znear = znear;
    }

    /// Sets the far plane offset of the view frustrum.
    ///
    /// This method does not build any matrix.
    #[inline]
    pub fn set_zfar(&mut self, zfar: N) {
        self.zfar = zfar;
    }

    /// Projects a point.
    #[inline]
    pub fn project_pnt(&self, p: &Pnt3<N>) -> Pnt3<N> {
        // FIXME: optimize that
        self.to_persp_mat().project_pnt(p)
    }

    /// Projects a vector.
    #[inline]
    pub fn project_vec(&self, p: &Vec3<N>) -> Vec3<N> {
        // FIXME: optimize that
        self.to_persp_mat().project_vec(p)
    }
}

impl<N: BaseFloat> PerspMat3<N> {
    /// Creates a new perspective matrix from the aspect ratio, y field of view, and near/far planes.
    pub fn new(aspect: N, fovy: N, znear: N, zfar: N) -> PerspMat3<N> {
        assert!(!::is_zero(&(znear - zfar)));
        assert!(!::is_zero(&aspect));

        let mat: Mat4<N> = ::one();

        let mut res = PerspMat3 { mat: mat };
        res.set_fovy(fovy);
        res.set_aspect(aspect);
        res.set_znear_and_zfar(znear, zfar);
        res.mat.m44 = ::zero();
        res.mat.m43 = -::one::<N>();

        res
    }

    /// Creates a new perspective projection matrix from a 4D matrix.
    ///
    /// This is unsafe because the input matrix is not checked to be a perspective projection.
    #[inline]
    pub unsafe fn new_with_mat(mat: Mat4<N>) -> PerspMat3<N> {
        PerspMat3 {
            mat: mat
        }
    }

    /// Returns a reference to the 4D matrix (using homogeneous coordinates) of this projection.
    #[inline]
    pub fn as_mat<'a>(&'a self) -> &'a Mat4<N> {
        &self.mat
    }

    /// Gets the `width / height` aspect ratio of the view frustrum.
    #[inline]
    pub fn aspect(&self) -> N {
        self.mat.m22 / self.mat.m11
    }

    /// Gets the y field of view of the view frustrum.
    #[inline]
    pub fn fovy(&self) -> N {
        let _1: N = ::one();
        let _2 = _1 + _1;

        (_1 / self.mat.m22).atan() * _2
    }

    /// Gets the near plane offset of the view frustrum.
    #[inline]
    pub fn znear(&self) -> N {
        let _1: N = ::one();
        let _2 = _1 + _1;
        let ratio = (-self.mat.m33 + _1) / (-self.mat.m33 - _1);

        self.mat.m34 / (_2 * ratio) - self.mat.m34 / _2
    }

    /// Gets the far plane offset of the view frustrum.
    #[inline]
    pub fn zfar(&self) -> N {
        let _1: N = ::one();
        let _2 = _1 + _1;
        let ratio = (-self.mat.m33 + _1) / (-self.mat.m33 - _1);

        (self.mat.m34 - ratio * self.mat.m34) / _2
    }

    // FIXME: add a method to retrieve znear and zfar simultaneously?

    /// Updates this projection matrix with a new `width / height` aspect ratio of the view
    /// frustrum.
    #[inline]
    pub fn set_aspect(&mut self, aspect: N) {
        assert!(!::is_zero(&aspect));
        self.mat.m11 = self.mat.m22 / aspect;
    }

    /// Updates this projection with a new y field of view of the view frustrum.
    #[inline]
    pub fn set_fovy(&mut self, fovy: N) {
        let _1: N = ::one();
        let _2 = _1 + _1;

        let old_m22  = self.mat.m22.clone();
        self.mat.m22 = _1 / (fovy / _2).tan();
        self.mat.m11 = self.mat.m11 * (self.mat.m22 / old_m22);
    }

    /// Updates this projection matrix with a new near plane offset of the view frustrum.
    #[inline]
    pub fn set_znear(&mut self, znear: N) {
        let zfar = self.zfar();
        self.set_znear_and_zfar(znear, zfar);
    }

    /// Updates this projection matrix with a new far plane offset of the view frustrum.
    #[inline]
    pub fn set_zfar(&mut self, zfar: N) {
        let znear = self.znear();
        self.set_znear_and_zfar(znear, zfar);
    }

    /// Updates this projection matrix with new near and far plane offsets of the view frustrum.
    #[inline]
    pub fn set_znear_and_zfar(&mut self, znear: N, zfar: N) {
        let _1: N = ::one();
        let _2 = _1 + _1;

        self.mat.m33 = (zfar + znear) / (znear - zfar);
        self.mat.m34 = zfar * znear * _2 / (znear - zfar);
    }

    /// Projects a point.
    #[inline]
    pub fn project_pnt(&self, p: &Pnt3<N>) -> Pnt3<N> {
        let _1: N = ::one();
        let inv_denom = -_1 / p.z;
        Pnt3::new(
            self.mat.m11 * p.x * inv_denom,
            self.mat.m22 * p.y * inv_denom,
            (self.mat.m33 * p.z + self.mat.m34) * inv_denom
        )
    }

    /// Projects a vector.
    #[inline]
    pub fn project_vec(&self, p: &Vec3<N>) -> Vec3<N> {
        let _1: N = ::one();
        let inv_denom = -_1 / p.z;
        Vec3::new(
            self.mat.m11 * p.x * inv_denom,
            self.mat.m22 * p.y * inv_denom,
            self.mat.m33
        )
    }
}

impl<N: BaseFloat + Clone> PerspMat3<N> {
    /// Returns the 4D matrix (using homogeneous coordinates) of this projection.
    #[inline]
    pub fn to_mat<'a>(&'a self) -> Mat4<N> {
        self.mat.clone()
    }
}

#[cfg(feature="arbitrary")]
impl<N: Arbitrary + BaseFloat> Arbitrary for PerspMat3<N> {
    fn arbitrary<G: Gen>(g: &mut G) -> PerspMat3<N> {
        let x: Persp3<N> = Arbitrary::arbitrary(g);
        x.to_persp_mat()
    }
}