use num::Float;
use std::ops::{Index, IndexMut, AddAssign, SubAssign, MulAssign, DivAssign, Add, Neg, Sub, Mul, Div};
use std::fmt::{Debug, Formatter, Result};
use crate::point2::Point2;
pub struct Point3<T: Float> {
pub x: T,
pub y: T,
pub z: T,
}
pub type Point3F = Point3<f32>;
pub type Point3D = Point3<f64>;
impl<T: Float> Point3<T> {
pub fn new_default() -> Point3<T> {
return Point3 {
x: T::zero(),
y: T::zero(),
z: T::zero(),
};
}
pub fn new(x_: T, y_: T, z_: T) -> Point3<T> {
return Point3 {
x: x_,
y: y_,
z: z_,
};
}
pub fn new_vec(v: Point2<T>, z_: T) -> Point3<T> {
return Point3 {
x: v.x,
y: v.y,
z: z_,
};
}
pub fn new_lst(lst: [T; 3]) -> Point3<T> {
return Point3 {
x: lst[0],
y: lst[1],
z: lst[2],
};
}
}
impl<T: Float> Point3<T> {
pub fn set_scalar(&mut self, s: T) {
self.x = s;
self.y = s;
self.z = s;
}
pub fn set_scalar3(&mut self, x: T, y: T, z: T) {
self.x = x;
self.y = y;
self.z = z;
}
pub fn set_vec(&mut self, pt: Point2<T>, z: T) {
self.x = pt.x;
self.y = pt.y;
self.z = z;
}
pub fn set_lst(&mut self, lst: [T; 3]) {
self.x = lst[0];
self.y = lst[1];
self.z = lst[2];
}
pub fn set_self(&mut self, v: Point3<T>) {
self.x = v.x;
self.y = v.y;
self.z = v.z;
}
pub fn set_zero(&mut self) {
self.x = T::zero();
self.y = T::zero();
self.z = T::zero();
}
}
impl<T: Float> Point3<T> {
pub fn add_scalar(&self, v: T) -> Point3<T> {
return Point3::new(self.x + v, self.y + v, self.z + v);
}
pub fn add_vec(&self, v: Point3<T>) -> Point3<T> {
return Point3::new(self.x + v.x, self.y + v.y, self.z + v.z);
}
pub fn sub_scalar(&self, v: T) -> Point3<T> {
return Point3::new(self.x - v, self.y - v, self.z - v);
}
pub fn sub_vec(&self, v: Point3<T>) -> Point3<T> {
return Point3::new(self.x - v.x, self.y - v.y, self.z - v.z);
}
pub fn mul_scalar(&self, v: T) -> Point3<T> {
return Point3::new(self.x * v, self.y * v, self.z * v);
}
pub fn mul_vec(&self, v: Point3<T>) -> Point3<T> {
return Point3::new(self.x * v.x, self.y * v.y, self.z * v.z);
}
pub fn div_scalar(&self, v: T) -> Point3<T> {
return Point3::new(self.x / v, self.y / v, self.z / v);
}
pub fn div_vec(&self, v: Point3<T>) -> Point3<T> {
return Point3::new(self.x / v.x, self.y / v.y, self.z / v.z);
}
}
impl<T: Float> Point3<T> {
pub fn rsub_scalar(&self, v: T) -> Point3<T> {
return Point3::new(v - self.x, v - self.y, v - self.z);
}
pub fn rsub_vec(&self, v: Point3<T>) -> Point3<T> {
return Point3::new(v.x - self.x, v.y - self.y, v.z - self.z);
}
pub fn rdiv_scalar(&self, v: T) -> Point3<T> {
return Point3::new(v / self.x, v / self.y, v / self.z);
}
pub fn rdiv_vec(&self, v: Point3<T>) -> Point3<T> {
return Point3::new(v.x / self.x, v.y / self.y, v.z / self.z);
}
}
impl<T: Float> Point3<T> {
pub fn iadd_scalar(&mut self, v: T) {
self.x = self.x + v;
self.y = self.y + v;
self.z = self.z + v;
}
pub fn iadd_vec(&mut self, v: Point3<T>) {
self.x = self.x + v.x;
self.y = self.y + v.y;
self.z = self.z + v.z;
}
pub fn isub_scalar(&mut self, v: T) {
self.x = self.x - v;
self.y = self.y - v;
self.z = self.z - v;
}
pub fn isub_vec(&mut self, v: Point3<T>) {
self.x = self.x - v.x;
self.y = self.y - v.y;
self.z = self.z - v.z;
}
pub fn imul_scalar(&mut self, v: T) {
self.x = self.x * v;
self.y = self.y * v;
self.z = self.z * v;
}
pub fn imul_vec(&mut self, v: Point3<T>) {
self.x = self.x * v.x;
self.y = self.y * v.y;
self.z = self.z * v.z;
}
pub fn idiv_scalar(&mut self, v: T) {
self.x = self.x / v;
self.y = self.y / v;
self.z = self.z / v;
}
pub fn idiv_vec(&mut self, v: Point3<T>) {
self.x = self.x / v.x;
self.y = self.y / v.y;
self.z = self.z / v.z;
}
}
impl<T: Float> Point3<T> {
pub fn at(&self, i: usize) -> &T {
match i {
0 => return &self.x,
1 => return &self.y,
2 => return &self.z,
_ => { panic!() }
}
}
pub fn at_mut(&mut self, i: usize) -> &mut T {
match i {
0 => return &mut self.x,
1 => return &mut self.y,
2 => return &mut self.z,
_ => { panic!() }
}
}
pub fn sum(&self) -> T {
return self.x + self.y + self.z;
}
pub fn min(&self) -> T {
return T::min(T::min(self.x, self.y), self.z);
}
pub fn max(&self) -> T {
return T::max(T::max(self.x, self.y), self.z);
}
pub fn absmin(&self) -> T {
return crate::math_utils::absmin(crate::math_utils::absmin(self.x, self.y), self.z);
}
pub fn absmax(&self) -> T {
return crate::math_utils::absmax(crate::math_utils::absmax(self.x, self.y), self.z);
}
pub fn dominant_axis(&self) -> usize {
return match T::abs(self.x) > T::abs(self.y) {
true => match T::abs(self.x) > T::abs(self.z) {
true => 0,
false => 2
}
false => match T::abs(self.y) > T::abs(self.z) {
true => 1,
false => 2
}
};
}
pub fn subminant_axis(&self) -> usize {
return match T::abs(self.x) < T::abs(self.y) {
true => match T::abs(self.x) < T::abs(self.z) {
true => 0,
false => 2
}
false => match T::abs(self.y) < T::abs(self.z) {
true => 1,
false => 2
}
};
}
pub fn is_equal(&self, other: &Point3<T>) -> bool {
return self.x == other.x && self.y == other.y && self.z == other.z;
}
}
impl<T: Float> Clone for Point3<T> {
fn clone(&self) -> Self {
return Point3 {
x: self.x,
y: self.y,
z: self.z,
};
}
}
impl<T: Float> Copy for Point3<T> {}
impl<T: Float> Index<usize> for Point3<T> {
type Output = T;
fn index(&self, index: usize) -> &Self::Output {
return self.at(index);
}
}
impl<T: Float> IndexMut<usize> for Point3<T> {
fn index_mut(&mut self, index: usize) -> &mut Self::Output {
return self.at_mut(index);
}
}
impl<T: Float> AddAssign<T> for Point3<T> {
fn add_assign(&mut self, rhs: T) {
self.iadd_scalar(rhs);
}
}
impl<T: Float> AddAssign for Point3<T> {
fn add_assign(&mut self, rhs: Self) {
self.iadd_vec(rhs);
}
}
impl<T: Float> SubAssign<T> for Point3<T> {
fn sub_assign(&mut self, rhs: T) {
self.isub_scalar(rhs);
}
}
impl<T: Float> SubAssign for Point3<T> {
fn sub_assign(&mut self, rhs: Self) {
self.isub_vec(rhs);
}
}
impl<T: Float> MulAssign<T> for Point3<T> {
fn mul_assign(&mut self, rhs: T) {
self.imul_scalar(rhs);
}
}
impl<T: Float> MulAssign for Point3<T> {
fn mul_assign(&mut self, rhs: Self) {
self.imul_vec(rhs);
}
}
impl<T: Float> DivAssign<T> for Point3<T> {
fn div_assign(&mut self, rhs: T) {
self.idiv_scalar(rhs);
}
}
impl<T: Float> DivAssign for Point3<T> {
fn div_assign(&mut self, rhs: Self) {
self.idiv_vec(rhs);
}
}
impl<T: Float> PartialEq for Point3<T> {
fn eq(&self, other: &Self) -> bool {
return self.is_equal(other);
}
}
impl<T: Float> Eq for Point3<T> {}
impl<T: Float> Neg for Point3<T> {
type Output = Point3<T>;
fn neg(self) -> Self::Output {
return Point3::new(-self.x, -self.y, -self.z);
}
}
impl<T: Float> Add<T> for Point3<T> {
type Output = Point3<T>;
fn add(self, rhs: T) -> Self::Output {
return self.add_scalar(rhs);
}
}
impl<T: Float> Add for Point3<T> {
type Output = Point3<T>;
fn add(self, rhs: Self) -> Self::Output {
return self.add_vec(rhs);
}
}
impl<T: Float> Sub<T> for Point3<T> {
type Output = Point3<T>;
fn sub(self, rhs: T) -> Self::Output {
return self.sub_scalar(rhs);
}
}
impl<T: Float> Sub for Point3<T> {
type Output = Point3<T>;
fn sub(self, rhs: Self) -> Self::Output {
return self.sub_vec(rhs);
}
}
impl<T: Float> Mul<T> for Point3<T> {
type Output = Point3<T>;
fn mul(self, rhs: T) -> Self::Output {
return self.mul_scalar(rhs);
}
}
impl<T: Float> Mul for Point3<T> {
type Output = Point3<T>;
fn mul(self, rhs: Self) -> Self::Output {
return self.mul_vec(rhs);
}
}
impl<T: Float> Div<T> for Point3<T> {
type Output = Point3<T>;
fn div(self, rhs: T) -> Self::Output {
return self.div_scalar(rhs);
}
}
impl<T: Float> Div for Point3<T> {
type Output = Point3<T>;
fn div(self, rhs: Self) -> Self::Output {
return self.div_vec(rhs);
}
}
impl<T: Float + Debug> Debug for Point3<T> {
fn fmt(&self, f: &mut Formatter<'_>) -> Result {
f.debug_tuple("")
.field(&self.x)
.field(&self.y)
.field(&self.z)
.finish()
}
}
pub fn min<T: Float>(a: &Point3<T>, b: &Point3<T>) -> Point3<T> {
return Point3::new(T::min(a.x, b.x),
T::min(a.y, b.y),
T::min(a.z, b.z));
}
pub fn max<T: Float>(a: &Point3<T>, b: &Point3<T>) -> Point3<T> {
return Point3::new(T::max(a.x, b.x),
T::max(a.y, b.y),
T::max(a.z, b.z));
}
pub fn clamp<T: Float>(v: &Point3<T>, low: &Point3<T>, high: &Point3<T>) -> Point3<T> {
return Point3::new(crate::math_utils::clamp(v.x, low.x, high.x),
crate::math_utils::clamp(v.y, low.y, high.y),
crate::math_utils::clamp(v.z, low.z, high.z));
}
pub fn ceil<T: Float>(a: &Point3<T>) -> Point3<T> {
return Point3::new((a.x).ceil(), (a.y).ceil(), (a.z).ceil());
}
pub fn floor<T: Float>(a: &Point3<T>) -> Point3<T> {
return Point3::new((a.x).floor(), (a.y).floor(), (a.z).floor());
}