1use crate::matrix::*;
53use crate::quaternion::*;
54use crate::scalar::*;
55use crate::vector::*;
56use num_traits::{One, Zero};
57
58pub fn translate<T: Scalar>(trans: Vector3<T>) -> Matrix4<T> {
71 Matrix4::new(
72 <T as One>::one(),
73 <T as Zero>::zero(),
74 <T as Zero>::zero(),
75 <T as Zero>::zero(),
76 <T as Zero>::zero(),
77 <T as One>::one(),
78 <T as Zero>::zero(),
79 <T as Zero>::zero(),
80 <T as Zero>::zero(),
81 <T as Zero>::zero(),
82 <T as One>::one(),
83 <T as Zero>::zero(),
84 trans.x,
85 trans.y,
86 trans.z,
87 <T as One>::one(),
88 )
89}
90
91pub fn scale<T: Scalar>(scale: Vector3<T>) -> Matrix4<T> {
104 Matrix4::new(
105 scale.x,
106 <T as Zero>::zero(),
107 <T as Zero>::zero(),
108 <T as Zero>::zero(),
109 <T as Zero>::zero(),
110 scale.y,
111 <T as Zero>::zero(),
112 <T as Zero>::zero(),
113 <T as Zero>::zero(),
114 <T as Zero>::zero(),
115 scale.z,
116 <T as Zero>::zero(),
117 <T as Zero>::zero(),
118 <T as Zero>::zero(),
119 <T as Zero>::zero(),
120 <T as One>::one(),
121 )
122}
123
124pub fn rotation_from_quat<T: FloatScalar>(q: &Quat<T>) -> Matrix4<T> {
131 Quat::mat4(q)
132}
133
134pub fn rotation_from_axis_angle<T: FloatScalar>(
145 axis: &Vector3<T>,
146 angle: T,
147 epsilon: T,
148) -> Option<Matrix4<T>> {
149 Quat::of_axis_angle(axis, angle, epsilon).map(|q| q.mat4())
150}
151
152pub fn transform_vec3<T: FloatScalar>(m: &Matrix4<T>, v: &Vector3<T>) -> Vector3<T> {
156 let v4 = Vector4::new(v.x, v.y, v.z, <T as One>::one());
157 let vout = *m * v4;
158 Vector3::new(vout.x / vout.w, vout.y / vout.w, vout.z / vout.w)
159}
160
161pub fn project3<T: FloatScalar>(
173 world: &Matrix4<T>,
174 persp: &Matrix4<T>,
175 lb: &Vector2<T>,
176 rt: &Vector2<T>,
177 pt: &Vector3<T>,
178) -> Vector3<T> {
179 let inp = Vector4::new(pt.x, pt.y, pt.z, <T as One>::one());
180 let pw = *persp * *world;
181 let mut out = pw * inp;
182
183 out.x /= out.w;
184 out.y /= out.w;
185 out.z /= out.w;
186
187 let out_x = lb.x + ((rt.x - lb.x) * (out.x + <T as One>::one()) * T::half());
188 let out_y = lb.y + ((rt.y - lb.y) * (out.y + <T as One>::one()) * T::half());
189 let out_z = (out.z + <T as One>::one()) * T::half();
190 Vector3::new(out_x, out_y, out_z)
191}
192
193pub fn unproject3<T: FloatScalar>(
205 world: &Matrix4<T>,
206 persp: &Matrix4<T>,
207 lb: &Vector2<T>,
208 rt: &Vector2<T>,
209 pt: &Vector3<T>,
210) -> Vector3<T> {
211 let pw = *persp * *world;
212 let inv = if pw.is_affine(T::epsilon()) {
213 pw.inverse_affine()
214 } else {
215 pw.inverse()
216 };
217 let in_x = (T::two() * (pt.x - lb.x) / (rt.x - lb.x)) - <T as One>::one();
218 let in_y = (T::two() * (pt.y - lb.y) / (rt.y - lb.y)) - <T as One>::one();
219 let in_z = (T::two() * pt.z) - <T as One>::one();
220 let in_w = <T as One>::one();
221 let inp = Vector4::new(in_x, in_y, in_z, in_w);
222 let out = inv * inp;
223 let out4 = out / out.w;
224 Vector3::new(out4.x, out4.y, out4.z)
225}
226
227pub fn frustum<T: FloatScalar>(lbn: &Vector3<T>, rtf: &Vector3<T>) -> Matrix4<T> {
235 let width = rtf.x - lbn.x;
236 let height = rtf.y - lbn.y;
237 let depth = rtf.z - lbn.z;
238 let a = (rtf.x + lbn.x) / width;
239 let b = (rtf.y + lbn.y) / height;
240 let c = -(rtf.z + lbn.z) / depth;
241 let d = -(T::two() * rtf.z * lbn.z) / depth;
242
243 Matrix4::new(
244 T::two() * lbn.z / width,
245 <T as Zero>::zero(),
246 <T as Zero>::zero(),
247 <T as Zero>::zero(),
248 <T as Zero>::zero(),
249 T::two() * lbn.z / height,
250 <T as Zero>::zero(),
251 <T as Zero>::zero(),
252 a,
253 b,
254 c,
255 -<T as One>::one(),
256 <T as Zero>::zero(),
257 <T as Zero>::zero(),
258 d,
259 <T as Zero>::zero(),
260 )
261}
262
263pub fn ortho4<T: FloatScalar>(left: T, right: T, bottom: T, top: T, near: T, far: T) -> Matrix4<T> {
272 let width = right - left;
273 let height = top - bottom;
274 let depth = far - near;
275 let r00 = T::two() / width;
276 let r11 = T::two() / height;
277 let r22 = -T::two() / depth;
278 let r03 = -(right + left) / width;
279 let r13 = -(top + bottom) / height;
280 let r23 = -(far + near) / depth;
281 Matrix4::new(
282 r00,
283 <T as Zero>::zero(),
284 <T as Zero>::zero(),
285 <T as Zero>::zero(),
286 <T as Zero>::zero(),
287 r11,
288 <T as Zero>::zero(),
289 <T as Zero>::zero(),
290 <T as Zero>::zero(),
291 <T as Zero>::zero(),
292 r22,
293 <T as Zero>::zero(),
294 r03,
295 r13,
296 r23,
297 <T as One>::one(),
298 )
299}
300
301pub fn perspective<T: FloatScalar>(fovy: T, aspect: T, near: T, far: T) -> Matrix4<T> {
311 let f = <T as One>::one() / T::ttan(fovy * T::half());
312 let denom = near - far;
313 let a = (far + near) / denom;
314 let b = (T::two() * far * near) / denom;
315
316 Matrix4::new(
317 f / aspect,
318 <T as Zero>::zero(),
319 <T as Zero>::zero(),
320 <T as Zero>::zero(),
321 <T as Zero>::zero(),
322 f,
323 <T as Zero>::zero(),
324 <T as Zero>::zero(),
325 <T as Zero>::zero(),
326 <T as Zero>::zero(),
327 a,
328 -<T as One>::one(),
329 <T as Zero>::zero(),
330 <T as Zero>::zero(),
331 b,
332 <T as Zero>::zero(),
333 )
334}
335
336pub fn lookat<T: FloatScalar>(eye: &Vector3<T>, dest: &Vector3<T>, up: &Vector3<T>) -> Matrix4<T> {
352 let f = Vector3::normalize(&(*dest - *eye));
353 let s = Vector3::normalize(&Vector3::cross(&f, up));
354 let u = Vector3::normalize(&Vector3::cross(&s, &f));
355
356 let trans = translate(-*eye);
357
358 let m = Matrix4::new(
359 s.x,
360 u.x,
361 -f.x,
362 <T as Zero>::zero(),
363 s.y,
364 u.y,
365 -f.y,
366 <T as Zero>::zero(),
367 s.z,
368 u.z,
369 -f.z,
370 <T as Zero>::zero(),
371 <T as Zero>::zero(),
372 <T as Zero>::zero(),
373 <T as Zero>::zero(),
374 <T as One>::one(),
375 );
376 m * trans
377}
378
379pub fn decompose<T: FloatScalar>(m: &Matrix4<T>) -> Option<(Vector3<T>, Quat<T>, Vector3<T>)> {
388 let mut col0 = Vector3::new(m.col[0].x, m.col[0].y, m.col[0].z);
389 let mut col1 = Vector3::new(m.col[1].x, m.col[1].y, m.col[1].z);
390 let mut col2 = Vector3::new(m.col[2].x, m.col[2].y, m.col[2].z);
391 let det = m.determinant();
392
393 let mut scale = Vector3::new(
395 Vector3::length(&col0),
396 Vector3::length(&col1),
397 Vector3::length(&col2),
398 );
399 let trans = Vector3::new(m.col[3].x, m.col[3].y, m.col[3].z);
400
401 if det < <T as Zero>::zero() {
402 scale = -scale;
403 }
404
405 if scale.x != <T as Zero>::zero() {
406 col0 = col0 / scale.x;
407 } else {
408 return Option::None;
409 }
410
411 if scale.y != <T as Zero>::zero() {
412 col1 = col1 / scale.y;
413 } else {
414 return Option::None;
415 }
416
417 if scale.z != <T as Zero>::zero() {
418 col2 = col2 / scale.z;
419 } else {
420 return Option::None;
421 }
422
423 let rot_matrix = Matrix3::new(
424 col0.x, col0.y, col0.z, col1.x, col1.y, col1.z, col2.x, col2.y, col2.z,
425 );
426
427 let rot = Quat::of_matrix3(&rot_matrix);
428
429 Some((scale, rot, trans))
430}
431
432#[cfg(test)]
433mod tests {
434 use super::*;
435 #[test]
436 pub fn test_decompose() {
437 let ms = scale(Vector3::<f32>::new(4.0, 5.0, 6.0));
438 let mt = translate(Vector3::<f32>::new(1.0, 2.0, 3.0));
439 let q = Quat::<f32>::of_axis_angle(&Vector3::new(1.0, 1.0, 1.0), 1.0, EPS_F32)
440 .expect("axis length too small");
441 let mr = rotation_from_quat(&q);
442
443 let m = mt * mr * ms;
444
445 let v = decompose(&m);
446 match v {
447 None => assert_eq!(1, 2),
448 Some((s, r, t)) => {
449 assert!((s.x - 4.0) < f32::epsilon());
450 assert!((s.y - 5.0) < f32::epsilon());
451 assert!((s.z - 6.0) < f32::epsilon());
452
453 assert!((q.x - r.x) < f32::epsilon());
454 assert!((q.y - r.y) < f32::epsilon());
455 assert!((q.z - r.z) < f32::epsilon());
456 assert!((q.w - r.w) < f32::epsilon());
457
458 assert!((t.x - 1.0) < f32::epsilon());
459 assert!((t.y - 2.0) < f32::epsilon());
460 assert!((t.z - 3.0) < f32::epsilon());
461 }
462 }
463 }
464
465 #[test]
466 fn test_rotation_from_axis_angle_zero_axis() {
467 let axis = Vector3::<f32>::new(0.0, 0.0, 0.0);
468 assert!(rotation_from_axis_angle(&axis, 1.0, EPS_F32).is_none());
469 }
470
471 #[test]
472 fn test_project_unproject_roundtrip() {
473 let world = Matrix4::<f32>::identity();
474 let proj = ortho4(-1.0, 1.0, -1.0, 1.0, 0.1, 10.0);
475 let lb = Vector2::new(-1.0, -1.0);
476 let rt = Vector2::new(1.0, 1.0);
477 let pt = Vector3::new(0.2, -0.4, 1.0);
478
479 let screen = project3(&world, &proj, &lb, &rt, &pt);
480 let out = unproject3(&world, &proj, &lb, &rt, &screen);
481
482 assert!((out.x - pt.x).abs() < 0.001);
483 assert!((out.y - pt.y).abs() < 0.001);
484 assert!((out.z - pt.z).abs() < 0.001);
485 }
486
487 #[test]
488 fn test_lookat_identity() {
489 let eye = Vector3::new(0.0f32, 0.0, 0.0);
490 let dest = Vector3::new(0.0f32, 0.0, -1.0);
491 let up = Vector3::new(0.0f32, 1.0, 0.0);
492 let view = lookat(&eye, &dest, &up);
493 let v = Vector4::new(1.0f32, 2.0, 3.0, 1.0);
494 let out = view * v;
495
496 assert!((out.x - v.x).abs() < 0.001);
497 assert!((out.y - v.y).abs() < 0.001);
498 assert!((out.z - v.z).abs() < 0.001);
499 assert!((out.w - v.w).abs() < 0.001);
500 }
501}