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//! # `sdfu` - Signed Distance Field Utilities //! //! This is a small crate designed to help when working with signed distance fields //! in the context of computer graphics, especially ray-marching based renderers. Most //! of what is here is based on [Inigo Quilez' excellent articles](http://www.iquilezles.org/www/index.htm). //! //! If you're using one of the more popular math libraries in Rust, then just enable //! the corresponding feature and hopefully all the necessary traits are already implemented //! for you so that you can just start passing in your `Vec3`s or whatever your lib calls them //! and you're off to the races! If not, then you can implement the necessary traits in the //! `mathtypes` module and still use this library with your own math lib. //! //! This crate is built around the central trait `SDF`. This trait is structured in a similar way to //! how `std::iter::Iterator` works. Anything that implements `SDF` is able to return a distance from //! a point to its distance field. SDFs can be combined, modified, and otherwise used for various tasks //! by using the combinator methods on the `SDF` trait, or by directly using the structs that actually //! implement those combinators. //! //! Most `SDF`s will be build up from one or more primitives being modified and combined together--the //! distance fields in the `primitive` module provide good starting points for this. //! //! # Demo //! //! ![demo image](https://raw.githubusercontent.com/termhn/sdfu/master/demo.png) //! //! The image above was rendered with my own path tracing renderer, [`rayn`](https://github.com/termhn/rayn), //! by leveraging `sdfu`. The SDF that is rendered above was created with the following code: //! //! ```rust //! use sdfu::SDF; //! //! let sdf = sdfu::Sphere::new(0.45) //! .subtract( //! sdfu::Box::new(Vec3::new(0.25, 0.25, 1.5))) //! .union_smooth( //! sdfu::Sphere::new(0.3).translate(Vec3::new(0.3, 0.3, 0.0)), //! 0.1) //! .union_smooth( //! sdfu::Sphere::new(0.3).translate(Vec3::new(-0.3, 0.3, 0.0)), //! 0.1) //! .subtract( //! sdfu::Box::new(Vec3::new(0.125, 0.125, 1.5)).translate(Vec3::new(-0.3, 0.3, 0.0))) //! .subtract( //! sdfu::Box::new(Vec3::new(0.125, 0.125, 1.5)).translate(Vec3::new(0.3, 0.3, 0.0))) //! .subtract( //! sdfu::Box::new(Vec3::new(1.5, 0.1, 0.1)).translate(Vec3::new(0.0, 0.3, 0.0))) //! .subtract( //! sdfu::Box::new(Vec3::new(0.2, 2.0, 0.2))) //! .translate(Vec3::new(0.0, 0.0, -1.0)); //! ``` pub mod mathtypes; use mathtypes::*; pub use mathtypes::{Dim2D, Dim3D, Dimension}; pub mod primitives; pub use primitives::*; pub mod util; use util::*; pub mod ops; use ops::*; pub mod mods; use mods::*; /// The core trait of this crate; an implementor of this trait is able /// to take in a vector and return the min distance from that vector to /// a distance field. pub trait SDF<T, V: Vec<T>>: Copy { /// Get distance from `p` to this SDF. fn dist(&self, p: V) -> T; /// Estimate the normals of this SDF using the default `NormalEstimator`. /// /// `eps` is the amount to change the point by for each sample. /// 0.001 is a good default value to try; you will ideally vary this based on distance. fn normals(self, eps: T) -> EstimateNormalDefault<T, V, Self> where CentralDifferenceEstimator<T, V, <V as Vec<T>>::Dimension>: NormalEstimator<T, V>, { EstimateNormal::new(self, CentralDifferenceEstimator::new(eps)) } /// Estimate the normals of this SDF using a fast, `TetrahedralEstimator`. Only /// works for 3d SDFs. /// /// `eps` is the amount to change the point by for each sample. /// 0.001 is a good default value to try; you will ideally vary this based on distance. fn normals_fast(self, eps: T) -> EstimateNormalFast<T, V, Self> where TetrahedralEstimator<T, V>: NormalEstimator<T, V>, { EstimateNormal::new(self, TetrahedralEstimator::new(eps)) } /// Estimate the normals of this SDF using a provided `NormalEstimator`. fn normals_with<E: NormalEstimator<T, V>>(self, estimator: E) -> EstimateNormal<T, V, Self, E> { EstimateNormal::new(self, estimator) } /// Get the union of this SDF and another one()using a standard /// hard minimum, creating a sharp crease at the boundary between the /// two fields. fn union<O: SDF<T, V>>(self, other: O) -> Union<T, Self, O, HardMin<T>> { Union::hard(self, other) } /// Get the union of this SDF and another one, blended together /// with a smooth minimum function. This uses a polynomial smooth min /// function by default, and the smoothing factor is controlled by the /// `smoothness` parameter. For even more control, see `union_with`. fn union_smooth<O: SDF<T, V>>( self, other: O, softness: T, ) -> Union<T, Self, O, PolySmoothMin<T>> { Union::smooth(self, other, softness) } /// Get the union of this SDF and another one()using a provided /// minimum function. See the documentation of `MinFunction` for more. fn union_with<O: SDF<T, V>, M: MinFunction<T>>( self, other: O, min_function: M, ) -> Union<T, Self, O, M> { Union::new(self, other, min_function) } /// Get the subtracion of another SDF from this one. Note that this operation is *not* commutative, /// i.e. `a.subtraction(b) =/= b.subtraction(a)`. fn subtract<O: SDF<T, V>>(self, other: O) -> Subtraction<O, Self> { Subtraction::new(other, self) } /// Get the intersection of this SDF and another one. fn intersection<O: SDF<T, V>>(self, other: O) -> Intersection<Self, O> { Intersection::new(self, other) } /// Round the corners of this SDF with a radius. fn round(self, radius: T) -> Round<T, Self> { Round::new(self, radius) } /// Elongate this SDF along one()axis. The elongation is symmetrical about the origin. fn elongate(self, axis: Axis, elongation: T) -> Elongate<T, Self, <V as Vec<T>>::Dimension> where Elongate<T, Self, <V as Vec<T>>::Dimension>: SDF<T, V>, { Elongate::new(self, axis, elongation) } /// Elongate this SDF along one()axis. The elongation is symmetrical about the origin. fn elongate_multi_axis(self, elongation: V) -> ElongateMulti<V, Self, <V as Vec<T>>::Dimension> where ElongateMulti<V, Self, <V as Vec<T>>::Dimension>: SDF<T, V>, { ElongateMulti::new(self, elongation) } /// Translate the SDF by a vector. fn translate(self, translation: V) -> Translate<V, Self> { Translate::new(self, translation) } /// Rotate the SDF by a rotation. fn rotate<R: Rotation<V>>(self, rotation: R) -> Rotate<R, Self> { Rotate::new(self, rotation) } /// Scale the SDF by a uniform scaling factor. fn scale(self, scaling: T) -> Scale<T, Self> { Scale::new(self, scaling) } }