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use {
super::{Camera, Category},
crate::math::{vec3_is_finite, Cone, CoordF, Mat4, Sphere, Vec2, Vec3},
std::ops::Range,
};
#[derive(Clone)]
pub struct Perspective {
aspect_ratio: f32,
depth: Range<f32>,
eye: Vec3,
fov: f32,
fov_tan: f32,
proj: Mat4,
sphere_factor: Vec2,
target: Vec3,
up: Vec3,
view: Mat4,
view_inv: Mat4,
x: Vec3,
y: Vec3,
z: Vec3,
}
impl Perspective {
pub fn new(eye: Vec3, target: Vec3, depth: Range<f32>, fov: f32, aspect_ratio: f32) -> Self {
let mut res = Self {
aspect_ratio,
depth,
eye,
fov: Default::default(),
fov_tan: Default::default(),
proj: Default::default(),
sphere_factor: Default::default(),
target,
up: -Vec3::unit_y(),
view: Default::default(),
view_inv: Default::default(),
x: Default::default(),
y: Default::default(),
z: Default::default(),
};
res.set_fov(fov);
res.update_view();
res
}
pub fn new_view<S: Into<CoordF>>(
eye: Vec3,
target: Vec3,
depth: Range<f32>,
fov: f32,
shape: S,
) -> Self {
let shape = shape.into();
assert!(shape.is_finite());
assert!(shape.x > 0.0);
assert!(shape.y > 0.0);
Self::new(eye, target, depth, fov, shape.x / shape.y)
}
pub fn aspect_ratio(&self) -> f32 {
self.aspect_ratio
}
fn classify_point(&self, p: Vec3) -> Option<Category> {
let dir = p - self.eye;
let mut len = dir.dot(self.z);
if len < self.depth.start {
return Some(Category::Z(false));
} else if len > self.depth.end {
return Some(Category::Z(true));
}
len *= self.fov_tan;
let axis = dir.dot(self.y);
if axis < -len {
return Some(Category::Y(false));
} else if axis > len {
return Some(Category::Y(true));
}
len *= self.aspect_ratio;
let axis = dir.dot(self.x);
if axis < -len {
return Some(Category::X(false));
} else if axis > len {
return Some(Category::X(true));
}
None
}
fn classify_sphere(&self, s: Sphere) -> Option<Category> {
let dir = s.center() - self.eye;
let mut len = dir.dot(self.z);
if len < self.depth.start - s.radius() {
return Some(Category::Z(false));
} else if len > self.depth.end + s.radius() {
return Some(Category::Z(true));
}
len *= self.fov_tan;
let axis = dir.dot(self.y);
let radius = self.sphere_factor.y * s.radius();
if axis < -len - radius {
return Some(Category::Y(false));
} else if axis > len + radius {
return Some(Category::Y(true));
}
len *= self.aspect_ratio;
let axis = dir.dot(self.x);
let radius = self.sphere_factor.x * s.radius();
if axis < -len - radius {
return Some(Category::X(false));
} else if axis > len + radius {
return Some(Category::X(true));
}
None
}
pub fn eye(&self) -> Vec3 {
self.eye
}
pub const fn far(&self) -> f32 {
self.depth.end
}
pub fn fov(&self) -> f32 {
self.fov.to_degrees() * 2.0 * self.aspect_ratio
}
pub const fn near(&self) -> f32 {
self.depth.start
}
pub fn target(&self) -> Vec3 {
self.target
}
pub fn up(&self) -> Vec3 {
self.up
}
pub fn set_aspect_ratio(&mut self, val: f32) {
assert!(val.is_finite());
assert!(val > 0.0);
self.aspect_ratio = val;
self.update_proj();
}
pub fn set_depth(&mut self, val: Range<f32>) {
self.depth = val;
self.update_proj();
}
pub fn set_eye(&mut self, val: Vec3) {
self.eye = val;
self.update_view();
}
pub fn set_fov(&mut self, val: f32) {
assert!(val.is_finite());
assert!(val > 0.0);
assert!(val < 180.0);
self.fov = val.to_radians() * 0.5 / self.aspect_ratio;
self.update_proj();
}
pub fn set_target(&mut self, val: Vec3) {
self.target = val;
self.update_view();
}
pub fn set_up(&mut self, val: Vec3) {
self.up = val;
self.update_view();
}
pub fn set_view<S: Into<CoordF>>(&mut self, shape: S, fov: f32) {
let shape = shape.into();
assert!(shape.is_finite());
assert!(shape.x > 0.0);
assert!(shape.y > 0.0);
assert!(fov.is_finite());
assert!(fov > 0.0);
assert!(fov < 180.0);
self.aspect_ratio = shape.x / shape.y;
self.fov = fov.to_radians() * 0.5 / self.aspect_ratio;
self.update_proj();
}
fn update_proj(&mut self) {
assert!(self.aspect_ratio.is_finite());
assert!(self.aspect_ratio > 0.0);
assert!(self.depth.end.is_finite());
assert!(self.depth.start.is_finite());
assert!(self.depth.start > 0.0);
assert!(self.fov.is_finite());
assert!(self.depth.start < self.depth.end);
self.proj = Mat4::perspective_lh(
self.aspect_ratio,
self.fov * 2.0,
self.depth.start,
self.depth.end,
);
self.fov_tan = self.fov.tan();
self.sphere_factor.x = 1.0 / (self.fov_tan * self.aspect_ratio).atan().cos();
self.sphere_factor.y = 1.0 / self.fov.cos();
}
fn update_view(&mut self) {
assert!(vec3_is_finite(self.eye));
assert!((self.eye - self.target).length_squared() > 0.0);
assert!(vec3_is_finite(self.target));
assert!(vec3_is_finite(self.up));
assert!(self.up.length_squared() > 0.0);
self.view = Mat4::look_at_lh(self.eye, self.target, self.up);
self.view_inv = self.view.inverse();
self.z = (self.eye - self.target).normalize();
self.x = self.up.cross(self.z).normalize();
self.y = -self.z.cross(self.x);
}
}
impl Camera for Perspective {
fn depth(&self) -> &Range<f32> {
&self.depth
}
fn eye(&self) -> Vec3 {
self.eye
}
fn overlaps_cone(&self, c: Cone) -> bool {
let apex = self.classify_point(c.apex());
if apex.is_none() {
return true;
}
let base =
self.classify_sphere(Sphere::new(c.apex() + c.normal() * c.height(), c.radius()));
if apex.is_none() {
return true;
}
let apex = apex.unwrap();
let base = base.unwrap();
match apex {
Category::X(apex) => {
if let Category::X(base) = base {
return apex != base;
}
}
Category::Y(apex) => {
if let Category::Y(base) = base {
return apex != base;
}
}
Category::Z(apex) => {
if let Category::Z(base) = base {
return apex != base;
}
}
}
let s = Sphere::new(c.apex() + c.normal() * c.height(), c.radius());
self.classify_sphere(s).is_none()
}
fn overlaps_point(&self, p: Vec3) -> bool {
self.classify_point(p).is_none()
}
fn overlaps_sphere(&self, s: Sphere) -> bool {
self.classify_sphere(s).is_none()
}
fn project_point(&self, p: Vec3) -> Vec3 {
self.proj.transform_point3(p)
}
fn projection(&self) -> Mat4 {
self.proj
}
fn unproject_point(&self, p: Vec3) -> Vec3 {
self.proj.inverse().transform_point3(p)
}
fn view(&self) -> Mat4 {
self.view
}
fn view_inv(&self) -> Mat4 {
self.view_inv
}
}
impl Default for Perspective {
fn default() -> Self {
Self::new(Vec3::zero(), Vec3::unit_z(), 0.0..1.0, 45.0, 1.0)
}
}