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//! Assorted utilities for constructing 3D homogeneous transformation and projection matrices. use super::*; /// A builder struct for homogeneous transformation matrices. /// /// A `Transform` is used to construct arbitrary affine transformations starting from the identity /// transformation, primarily by composing translation, scaling, shear, and rotation /// transformations. The final matrix is obtained via the `finish()` method. /// /// # Example /// ```rust /// # extern crate gramit; /// # use gramit::*; /// use gramit::transform::Transform; /// /// // `mat` is a matrix that represents the effect of _first_ shearing the x axis 1 unit in the /// // y direction, _then_ rotating about the y axis 180 degrees. /// let mat: Mat4 = Transform::new() /// .shear_x(1.0, 0.0) /// .rotate(Vec3::y(), Angle::from_degrees(180.0)) /// .finish(); /// /// //assert_approx_eq!( /// // (mat * vec3!(1.0, 0.0, 0.0).homogeneous()).homogenize(), /// // vec3!(1.0, -1.0, 0.0)); /// ``` /// /// Note that each builder method applies its transformation _after_ those of preceding builder /// methods. In matrix terms, this corresponds to multiplying the new transformation on the _left_, /// rather than the right. In other words, the above code computes the following matrix: /// /// ```plaintext /// ROT((1, 0, 0), 180°) * SHEAR_X(1) /// ``` /// /// where `ROT(axis, angle)` is a rotation about axis `axis` by angle `angle` and `SHEAR_X(dist)` /// is a shear by distance `dist` that fixes the x-axis. #[derive(Debug, PartialEq, Clone, Copy, Default)] #[repr(transparent)] pub struct Transform { mat: Mat4, } impl Transform { /// Create a new `Transform`. /// /// `Tranform`s initially represent the identity transformation (i.e. no transformation at all), /// and are built into more useful transformations via other methods on the struct. #[inline(always)] pub fn new() -> Transform { Transform { mat: Mat4::identity(), } } /// Translate by the given offset. #[inline(always)] pub fn translate(self, offset: Vec3) -> Transform { Transform { mat: translate(offset) * self.mat, } } /// Scale by the given factors. /// /// The scaling is performed independently per-axis, using the corresponding factor from the /// factor vector. #[inline(always)] pub fn scale(self, factor: Vec3) -> Transform { Transform { mat: scale(factor) * self.mat, } } /// Shear by the given amount, fixing the _yz_ plane. /// /// This will shear the _x_ axis by the given amounts along the _y_ and _z_ axes. #[inline(always)] pub fn shear_x(self, y_amount: f32, z_amount: f32) -> Transform { Transform { mat: shear_x(y_amount, z_amount) * self.mat, } } /// Shear by the given amount, fixing the _xz_ plane. /// /// This will shear the _y_ axis by the given amounts along the _x_ and _z_ axes. #[inline(always)] pub fn shear_y(self, x_amount: f32, z_amount: f32) -> Transform { Transform { mat: shear_y(x_amount, z_amount) * self.mat, } } /// Shear by the given amount, fixing the _xy_ plane. /// /// This will shear the _z_ axis by the given amounts along the _x_ and _y_ axes. #[inline(always)] pub fn shear_z(self, x_amount: f32, y_amount: f32) -> Transform { Transform { mat: shear_z(x_amount, y_amount) * self.mat, } } /// Rotate about the given axis by the given angle. #[inline(always)] pub fn rotate(self, axis: Vec3, angle: Angle) -> Transform { Transform { mat: rotate(axis, angle) * self.mat, } } /// Apply an arbitrary affine transformation, represented by a homogenous matrix. #[inline(always)] pub fn arbitrary(self, transform: Mat4) -> Transform { Transform { mat: transform * self.mat, } } /// Consume the `Transform` and acquire the resulting homogeneous transformation matrix. #[inline(always)] pub fn finish(&self) -> Mat4 { self.mat } } /// Get the homogeneous transformation matrix of a translation by the given offset. pub fn translate(offset: Vec3) -> Mat4 { let offset = offset.extend(1.0); let mut mat = Mat4::identity(); mat.set_col(3, offset); mat } /// Get the homogeneous transformation matrix of a scale by the given factors. /// /// Scaling is computed independently per-axis, using the corresponding factors in the given /// vector. pub fn scale(factor: Vec3) -> Mat4 { let mut mat = Mat4::identity(); mat[0][0] = factor[0]; mat[1][1] = factor[1]; mat[2][2] = factor[2]; mat } /// Get the homogeneous transformation matrix of a shear fixing the _yz_ plane by the given amounts /// parallel to the _y_ and _z_ axes. pub fn shear_x(y_amount: f32, z_amount: f32) -> Mat4 { let mut m = Mat4::identity(); m[0][1] = y_amount; m[0][2] = z_amount; m } /// Get the homogeneous transformation matrix of a shear fixing the _xz_ plane by the given amounts /// parallel to the _x_ and _z_ axes. pub fn shear_y(x_amount: f32, z_amount: f32) -> Mat4 { let mut m = Mat4::identity(); m[1][0] = x_amount; m[1][2] = z_amount; m } /// Get the homogeneous transformation matrix of a shear fixing the _xy_ plane by the given amounts /// parallel to the _x_ and _y_ axes. pub fn shear_z(x_amount: f32, y_amount: f32) -> Mat4 { let mut m = Mat4::identity(); m[2][0] = x_amount; m[2][1] = y_amount; m } /// Get the homogeneous transformation matrix of a rotation about the given axis by the given /// angle. pub fn rotate(axis: Vec3, angle: Angle) -> Mat4 { let half = angle / 2.0; let w = half.cos(); let v = half.sin() * axis.unit(); let xy = v.x * v.y; let xz = v.x * v.z; let xw = v.x * w; let x2 = v.x * v.x; let yz = v.y * v.z; let yw = v.y * w; let y2 = v.y * v.y; let zw = v.z * w; let z2 = v.z * v.z; Mat4::new( Vec4::new(1.0 - 2.0 * (y2 + z2), 2.0 * (xy + zw), 2.0 * (xz - yw), 0.0), Vec4::new(2.0 * (xy - zw), 1.0 - 2.0 * (x2 + z2), 2.0 * (yz + xw), 0.0), Vec4::new(2.0 * (xz + yw), 2.0 * (yz - xw), 1.0 - 2.0 * (x2 + y2), 0.0), Vec4::w(), ) } /// Build a look-at view matrix. /// /// # Parameters /// * `eye` The position of the camera. /// * `center` The point towards which the camera is facing. /// * `up` A vector in the upwards direction, usually `vec3!(0.0, 0.0, 1.0)`. /// /// # Usage Warnings /// An `up` vector parallel to the camera's facing direction will result in a singular matrix that /// collapses all points onto the _z_ axis. This is probably not what you want. The function does /// not check for this condition, so users should check their input to avoid it. pub fn look_at(eye: &Vec3, center: &Vec3, up: &Vec3) -> Mat4 { let facing = (center - eye).unit(); let horiz = facing.cross(&up.unit()); let cam_up = horiz.cross(&facing); let mut mat = Mat4::identity(); mat.set_row(0, horiz.extend(0.0)); mat.set_row(1, cam_up.extend(0.0)); mat.set_row(2, -facing.extend(0.0)); mat[3][0] = -eye.dot(&horiz); mat[3][1] = -eye.dot(&cam_up); mat[3][2] = eye.dot(&facing); mat } /// Build an orthographic normalization matrix. /// /// The resulting clipping volume is a right, axis-aligned parallelepiped. The left and right /// planes are at the given positions on the _x_ axis, the top and bottom planes at the given /// positions on the _y_ axis, and the near and far planes at _z_ = `-near` and `-far`. /// /// This volume is mapped to the canonical viewing volume (the 2x2x2 cube centered at the origin). /// The _z_ axis is inverted, so that the near and far planes are mapped to normalized _z_ /// coordinates -1 and 1 respectively (the OpenGL convention). pub fn ortho(left: f32, right: f32, bottom: f32, top: f32, near: f32, far: f32) -> Mat4 { let mut mat = Mat4::identity(); mat[0][0] = 2.0 / (right - left); mat[1][1] = 2.0 / (top - bottom); mat[2][2] = -2.0 / (far - near); mat[3][0] = -(right + left) / (right - left); mat[3][1] = -(top + bottom) / (top - bottom); mat[3][2] = -(far + near) / (far - near); mat } /// Construct a frustum normalization matrix. /// /// The resulting frustum has its apex at the origin, and its near and far faces centered on and /// perpendicular to the negative _z_ axis at the specified distances. The near face has the given /// width and height. This volume is then mapped to the canonical viewing volume (the 2x2x2 cube /// centered at the origin). /// /// The near and far planes are mapped to normalized _z_ coordinates -1 and 1 respectively (the /// OpenGL convention). pub fn frustum(left: f32, right: f32, bottom: f32, top: f32, near: f32, far: f32) -> Mat4 { let mut mat = Mat4::zeros(); mat[0][0] = (2.0 * near) / (right - left); mat[1][1] = (2.0 * near) / (top - bottom); mat[2][0] = (right + left) / (right - left); mat[2][1] = (top + bottom) / (top - bottom); mat[2][2] = -(far + near) / (far - near); mat[2][3] = -1.0; mat[3][2] = -(2.0 * far * near) / (far - near); mat } /// Build a perspective normalization matrix. /// /// The resulting view volume is a symmetric frustum centered on the _z_ axis with its apex at the /// origin, near plane at _z_ = `-near`, and far plane at _z_ = `-far`. `fovy` gives the vertical /// field of view, with the horizontal field of view determined from this by `aspect_xy`, which is /// the ratio width / height of the viewport dimensions. /// /// This volume is mapped to the canonical viewing volume (the 2x2x2 cube centered at the origin). /// The near and far planes are mapped to normalized _z_ coordinates -1 and 1 respectively. pub fn perspective(fovy: Angle, aspect_xy: f32, near: f32, far: f32) -> Mat4 { let tan_half_fov = (fovy / 2.0).tan(); let mut mat = Mat4::zeros(); mat[0][0] = 1.0 / (aspect_xy * tan_half_fov); mat[1][1] = 1.0 / tan_half_fov; mat[2][2] = -(far + near) / (far - near); mat[2][3] = -1.0; mat[3][2] = -(2.0 * far * near) / (far - near); mat } #[cfg(test)] mod test { use super::*; use crate::test_util::*; #[test] fn test_translate() { let test_func = |v: Vec3, offset| { let expected = v + offset; let v = v.homogeneous(); let m = translate(offset); let vt = m * v; let vt = vt.homogenize(); assert_approx_eq!( vt, expected, "Failure with v = {:?}, offset = {:?}. Expected {:?}, got {:?}.", v, offset, expected, vt ); }; for v in GenVec3::new(-4, 4) { for o in GenVec3::new(-4, 4) { test_func(v, o); } } } #[test] fn test_scale() { let test_func = |v: Vec3, s: Vec3| { let expected = vec3!(v[0] * s[0], v[1] * s[1], v[2] * s[2]); let v = v.homogeneous(); let m = scale(s); let vt = m * v; let vt = vt.homogenize(); assert_approx_eq!( vt, expected, "Failure with v = {:?}, scale = {:?}. Expected {:?}, got {:?}.", v, s, expected, vt ); }; for v in GenVec3::new(-4, 4) { for s in GenVec3::new(-4, 4) { test_func(v, s); } } } #[test] fn test_shear() { let test_func = |v: Vec3, amt1, amt2| { let expectedx = vec3!(v[0], v[1] + v[0] * amt1, v[2] + v[0] * amt2); let expectedy = vec3!(v[0] + v[1] * amt1, v[1], v[2] + v[1] * amt2); let expectedz = vec3!(v[0] + v[2] * amt1, v[1] + v[2] * amt2, v[2]); let v = v.homogeneous(); let mx = shear_x(amt1, amt2); let my = shear_y(amt1, amt2); let mz = shear_z(amt1, amt2); let vtx = (mx * v).homogenize(); let vty = (my * v).homogenize(); let vtz = (mz * v).homogenize(); assert_approx_eq!( vtx, expectedx, "Failure with v = {:?}, shear_x({}, {}). Expected {:?}, got {:?}.", v, amt1, amt2, expectedx, vtx ); assert_approx_eq!( vty, expectedy, "Failure with v = {:?}, shear_y({}, {}). Expected {:?}, got {:?}.", v, amt1, amt2, expectedy, vty ); assert_approx_eq!( vtz, expectedz, "Failure with v = {:?}, shear_z({}, {}). Expected {:?}, got {:?}.", v, amt1, amt2, expectedz, vtz ); }; for v in GenVec3::new(-4, 4) { for amt1 in -4..=4 { for amt2 in -4..=4 { test_func(v, amt1 as f32, amt2 as f32); } } } } #[test] #[cfg(dont_compile_this_lol)] fn test_rotate() { let _test_func = |v: Vec3, a: Angle| { // TODO }; } }