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//! A convenient position + orientation + scale container, backed by two `Vec3` and a `Quaternion.`
macro_rules! xform_complete_mod {
($mod:ident) => {
use ::std::iter::Sum;
use $crate::num_traits::{Zero, One, Float};
use $crate::ops::*;
use vec::$mod::*;
use quaternion::$mod::*;
/// A convenient position + orientation + scale container, backed by two `Vec3` and a `Quaternion.`
///
/// It can be easily interpolated and converted to a Mat4 of any layout.
///
/// ```
/// # extern crate vek;
/// # #[macro_use] extern crate approx;
/// # use vek::{Transform, Mat4, Quaternion, Vec3};
/// # fn main() {
/// let (p, rz, s) = (Vec3::unit_x(), 3.0_f32, 5.0_f32);
/// let a = Mat4::scaling_3d(s).rotated_z(rz).translated_3d(p);
/// let b = Mat4::from(Transform {
/// position: p,
/// orientation: Quaternion::rotation_z(rz),
/// scale: Vec3::broadcast(s),
/// });
/// assert_relative_eq!(a, b);
/// # }
/// ```
// Name decided by looking at this thread:
// https://www.gamedev.net/forums/topic/611925-is-there-a-name-for-position-orientation/
#[derive(Debug, Clone, Copy, Hash, Eq, PartialEq, /*Ord, PartialOrd*/)]
#[cfg_attr(feature="serde", derive(Serialize, Deserialize))]
pub struct Transform<P,O,S> {
pub position: Vec3<P>,
pub orientation: Quaternion<O>,
pub scale: Vec3<S>,
}
/// The default `Transform` has a zero position, identity orientation and unit scale.
///
/// ```
/// # use vek::{Transform, Quaternion, Vec3};
/// let a = Transform {
/// position: Vec3::<f32>::zero(),
/// orientation: Quaternion::<f32>::identity(),
/// scale: Vec3::<f32>::one(),
/// };
/// assert_eq!(a, Transform::default());
/// ```
impl<P: Zero, O: Zero + One, S: One> Default for Transform<P,O,S> {
fn default() -> Self {
Self {
position: Vec3::zero(),
orientation: Quaternion::identity(),
scale: Vec3::one(),
}
}
}
/// LERP on a `Transform` is defined as LERP-ing between the positions and scales,
/// and performing SLERP between the orientations.
impl<P,O,S,Factor> Lerp<Factor> for Transform<P,O,S>
where Factor: Copy + Into<O>,
P: Lerp<Factor,Output=P>,
S: Lerp<Factor,Output=S>,
O: Lerp<O,Output=O> + Float + Sum,
{
type Output = Self;
fn lerp_unclamped(a: Self, b: Self, t: Factor) -> Self {
Transform {
position: Lerp::lerp_unclamped(a.position, b.position, t),
orientation: Slerp::slerp_unclamped(a.orientation, b.orientation, t),
scale: Lerp::lerp_unclamped(a.scale, b.scale, t),
}
}
fn lerp_unclamped_precise(a: Self, b: Self, t: Factor) -> Self {
Transform {
position: Lerp::lerp_unclamped_precise(a.position, b.position, t),
orientation: Slerp::slerp_unclamped(a.orientation, b.orientation, t),
scale: Lerp::lerp_unclamped_precise(a.scale, b.scale, t),
}
}
}
/// LERP on a `Transform` is defined as LERP-ing between the positions and scales,
/// and performing SLERP between the orientations.
impl<'a,P,O,S,Factor> Lerp<Factor> for &'a Transform<P,O,S>
where Factor: Copy + Into<O>,
&'a P: Lerp<Factor,Output=P>,
&'a S: Lerp<Factor,Output=S>,
O: Lerp<O,Output=O> + Float + Sum,
{
type Output = Transform<P,O,S>;
fn lerp_unclamped(a: Self, b: Self, t: Factor) -> Self::Output {
Transform {
position: Lerp::lerp_unclamped(&a.position, &b.position, t),
orientation: Slerp::slerp_unclamped(&a.orientation, &b.orientation, t),
scale: Lerp::lerp_unclamped(&a.scale, &b.scale, t),
}
}
fn lerp_unclamped_precise(a: Self, b: Self, t: Factor) -> Self::Output {
Transform {
position: Lerp::lerp_unclamped_precise(&a.position, &b.position, t),
orientation: Slerp::slerp_unclamped(&a.orientation, &b.orientation, t),
scale: Lerp::lerp_unclamped_precise(&a.scale, &b.scale, t),
}
}
}
}
}
#[cfg(all(nightly, feature="repr_simd"))]
pub mod repr_simd {
xform_complete_mod!(repr_simd);
}
pub mod repr_c {
xform_complete_mod!(repr_c);
}
pub use self::repr_c::*;