retrofire_core/math/mat.rs
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#![allow(clippy::needless_range_loop)]
//! Matrices and linear transforms.
use core::array;
use core::fmt::{self, Debug, Formatter};
use core::marker::PhantomData;
use core::ops::Range;
use crate::render::{NdcToScreen, ViewToProj};
use super::space::{Linear, Proj4, Real};
use super::vec::{ProjVec4, Vec2, Vec2u, Vec3, Vector};
/// A linear transform from one space (or basis) to another.
///
/// This is a tag trait with no functionality in itself. It is used to
/// statically ensure that only compatible maps can be composed, and that
/// only compatible vectors can be transformed.
pub trait LinearMap {
/// The source space, or domain, of `Self`.
type Source;
/// The destination space, or range, of `Self`.
type Dest;
}
/// Composition of two `LinearMap`s, `Self` ∘ `Inner`.
/// If `Self` maps from `B` to `C`, and `Inner` maps from `A` to `B`,
/// `Self::Result` maps from `A` to `C`.
pub trait Compose<Inner: LinearMap>: LinearMap<Source = Inner::Dest> {
/// The result of composing `Self` with `Inner`.
type Result: LinearMap<Source = Inner::Source, Dest = Self::Dest>;
}
/// A change of basis in real vector space of dimension `DIM`.
#[derive(Copy, Clone, Default, Eq, PartialEq)]
pub struct RealToReal<const DIM: usize, SrcBasis = (), DstBasis = ()>(
PhantomData<(SrcBasis, DstBasis)>,
);
/// Mapping from real to projective space.
#[derive(Copy, Clone, Debug, Default, Eq, PartialEq)]
pub struct RealToProj<SrcBasis>(PhantomData<SrcBasis>);
/// A generic matrix type.
#[repr(transparent)]
#[derive(Copy, Eq, PartialEq)]
pub struct Matrix<Repr, Map>(pub Repr, PhantomData<Map>);
/// Type alias for a 3x3 float matrix.
pub type Mat3x3<Map = ()> = Matrix<[[f32; 3]; 3], Map>;
/// Type alias for a 4x4 float matrix.
pub type Mat4x4<Map = ()> = Matrix<[[f32; 4]; 4], Map>;
//
// Inherent impls
//
impl<Repr, Map> Matrix<Repr, Map> {
/// Returns a matrix with the given elements.
#[inline]
pub const fn new(els: Repr) -> Self {
Self(els, PhantomData)
}
/// Returns a matrix equal to `self` but with mapping `M`.
///
/// This method can be used to coerce a matrix to a different
/// mapping in case it is needed to make types match.
#[inline]
pub fn to<M>(&self) -> Matrix<Repr, M>
where
Repr: Clone,
{
Matrix::new(self.0.clone())
}
}
impl<Sc, const N: usize, const M: usize, Map> Matrix<[[Sc; N]; M], Map>
where
Sc: Copy,
Map: LinearMap,
{
/// Returns the row vector of `self` with index `i`.
/// The returned vector is in space `Map::Source`.
///
/// # Panics
/// If `i >= M`.
#[inline]
pub fn row_vec(&self, i: usize) -> Vector<[Sc; N], Map::Source> {
Vector::new(self.0[i])
}
/// Returns the column vector of `self` with index `i`.
///
/// The returned vector is in space `Map::Dest`.
///
/// # Panics
/// If `i >= N`.
#[inline]
pub fn col_vec(&self, i: usize) -> Vector<[Sc; M], Map::Dest> {
Vector::new(self.0.map(|row| row[i]))
}
}
impl<Sc: Copy, const N: usize, const DIM: usize, S, D>
Matrix<[[Sc; N]; N], RealToReal<DIM, S, D>>
{
/// Returns `self` with its rows and columns swapped.
pub fn transpose(self) -> Matrix<[[Sc; N]; N], RealToReal<DIM, D, S>> {
const { assert!(N >= DIM, "map dimension >= matrix dimension") }
array::from_fn(|j| array::from_fn(|i| self.0[i][j])).into()
}
}
impl<const N: usize, Map> Matrix<[[f32; N]; N], Map> {
/// Returns the `N`×`N` identity matrix.
pub const fn identity() -> Self {
let mut els = [[0.0; N]; N];
let mut i = 0;
while i < N {
els[i][i] = 1.0;
i += 1;
}
Self::new(els)
}
/// Returns whether every element of `self` is finite
/// (ie. neither `Inf`, `-Inf`, or `NaN`).
fn is_finite(&self) -> bool {
self.0.iter().flatten().all(|e| e.is_finite())
}
}
impl<M: LinearMap> Mat4x4<M> {
/// Constructs a matrix from a set of basis vectors.
pub const fn from_basis(i: Vec3, j: Vec3, k: Vec3) -> Self {
Self::new([
[i.0[0], i.0[1], i.0[2], 0.0],
[j.0[0], j.0[1], j.0[2], 0.0],
[k.0[0], k.0[1], k.0[2], 0.0],
[0.0, 0.0, 0.0, 1.0],
])
}
}
impl<Sc, const N: usize, Map> Matrix<[[Sc; N]; N], Map>
where
Sc: Linear<Scalar = Sc> + Copy,
Map: LinearMap,
{
/// Returns the composite transform of `self` and `other`.
///
/// Computes the matrix product of `self` and `other` such that applying
/// the resulting transformation is equivalent to first applying `other`
/// and then `self`. More succinctly,
/// ```text
/// (𝗠 ∘ 𝗡)𝘃 = 𝗠(𝗡𝘃)
/// ```
/// for some matrices 𝗠 and 𝗡 and a vector 𝘃.
#[must_use]
pub fn compose<Inner: LinearMap>(
&self,
other: &Matrix<[[Sc; N]; N], Inner>,
) -> Matrix<[[Sc; N]; N], <Map as Compose<Inner>>::Result>
where
Map: Compose<Inner>,
{
let cols: [_; N] = array::from_fn(|i| other.col_vec(i));
array::from_fn(|j| {
let row = self.row_vec(j);
array::from_fn(|i| row.dot(&cols[i]))
})
.into()
}
/// Returns the composite transform of `other` and `self`.
///
/// Computes the matrix product of `self` and `other` such that applying
/// the resulting matrix is equivalent to first applying `self` and then
/// `other`. The call `self.then(other)` is thus equivalent to
/// `other.compose(self)`.
#[must_use]
pub fn then<Outer: Compose<Map>>(
&self,
other: &Matrix<[[Sc; N]; N], Outer>,
) -> Matrix<[[Sc; N]; N], <Outer as Compose<Map>>::Result> {
other.compose(self)
}
}
impl<Src, Dst> Mat3x3<RealToReal<2, Src, Dst>> {
/// Maps the real 2-vector 𝘃 from basis `Src` to basis `Dst`.
///
/// Computes the matrix–vector multiplication 𝝡𝘃 where 𝘃 is interpreted as
/// a column vector with an implicit 𝘃<sub>2</sub> component with value 1:
///
/// ```text
/// / M00 · · \ / v0 \
/// Mv = | · · · | | v1 | = ( v0' v1' 1 )
/// \ · · M22 / \ 1 /
/// ```
#[must_use]
pub fn apply(&self, v: &Vec2<Src>) -> Vec2<Dst> {
let v = [v.x(), v.y(), 1.0].into();
array::from_fn(|i| self.row_vec(i).dot(&v)).into()
}
}
impl<Src, Dst> Mat4x4<RealToReal<3, Src, Dst>> {
/// Maps the real 3-vector 𝘃 from basis `Src` to basis `Dst`.
///
/// Computes the matrix–vector multiplication 𝝡𝘃 where 𝘃 is interpreted as
/// a column vector with an implicit 𝘃<sub>3</sub> component with value 1:
///
/// ```text
/// / M00 · · · \ / v0 \
/// Mv = | · · · · | | v1 | = ( v0' v1' v2' 1 )
/// | · · · · | | v2 |
/// \ · · · M33 / \ 1 /
/// ```
#[must_use]
pub fn apply(&self, v: &Vec3<Src>) -> Vec3<Dst> {
let v = [v.x(), v.y(), v.z(), 1.0].into();
array::from_fn(|i| self.row_vec(i).dot(&v)).into()
}
/// Returns the determinant of `self`.
///
/// Given a matrix M,
/// ```text
/// / a b c d \
/// M = | e f g h |
/// | i j k l |
/// \ m n o p /
/// ```
/// its determinant can be computed by recursively computing
/// the determinants of sub-matrices on rows 1.. and multiplying
/// them by the elements on row 0:
/// ```text
/// | f g h | | e g h |
/// det(M) = a · | j k l | - b · | i k l | + - ···
/// | n o p | | m o p |
/// ```
pub fn determinant(&self) -> f32 {
let [[a, b, c, d], r, s, t] = self.0;
let det2 = |m, n| s[m] * t[n] - s[n] * t[m];
let det3 =
|j, k, l| r[j] * det2(k, l) - r[k] * det2(j, l) + r[l] * det2(j, k);
a * det3(1, 2, 3) - b * det3(0, 2, 3) + c * det3(0, 1, 3)
- d * det3(0, 1, 2)
}
/// Returns the inverse matrix of `self`.
///
/// The inverse 𝝡<sup>-1</sup> of matrix 𝝡 is a matrix that, when
/// composed with 𝝡, results in the identity matrix:
///
/// 𝝡 ∘ 𝝡<sup>-1</sup> = 𝝡<sup>-1</sup> ∘ 𝝡 = 𝐈
///
/// In other words, it applies the transform of 𝝡 in reverse.
/// Given vectors 𝘃 and 𝘂,
///
/// 𝝡𝘃 = 𝘂 ⇔ 𝝡<sup>-1</sup> 𝘂 = 𝘃.
///
/// Only matrices with a nonzero determinant have a defined inverse.
/// A matrix without an inverse is said to be singular.
///
/// Note: This method uses naive Gauss–Jordan elimination and may
/// suffer from imprecision or numerical instability in certain cases.
///
/// # Panics
/// If `self` is singular or near-singular:
/// * Panics in debug mode.
/// * Does not panic in release mode, but the result may be inaccurate
/// or contain `Inf`s or `NaN`s.
#[must_use]
pub fn inverse(&self) -> Mat4x4<RealToReal<3, Dst, Src>> {
use super::float::f32;
if cfg!(debug_assertions) {
let det = self.determinant();
assert!(
f32::abs(det) > f32::EPSILON,
"a singular, near-singular, or non-finite matrix does not \
have a well-defined inverse (determinant = {det})"
);
}
// Elementary row operation subtracting one row,
// multiplied by a scalar, from another
fn sub_row(m: &mut Mat4x4, from: usize, to: usize, mul: f32) {
m.0[to] = (m.row_vec(to) - m.row_vec(from) * mul).0;
}
// Elementary row operation multiplying one row with a scalar
fn mul_row(m: &mut Mat4x4, row: usize, mul: f32) {
m.0[row] = (m.row_vec(row) * mul).0;
}
// Elementary row operation swapping two rows
fn swap_rows(m: &mut Mat4x4, r: usize, s: usize) {
m.0.swap(r, s);
}
// This algorithm attempts to reduce `this` to the identity matrix
// by simultaneously applying elementary row operations to it and
// another matrix `inv` which starts as the identity matrix. Once
// `this` is reduced, the value of `inv` has become the inverse of
// `this` and thus of `self`.
let inv = &mut Mat4x4::identity();
let this = &mut self.to();
// Apply row operations to reduce the matrix to an upper echelon form
for idx in 0..4 {
let pivot = (idx..4)
.max_by(|&r1, &r2| {
let v1 = f32::abs(this.0[r1][idx]);
let v2 = f32::abs(this.0[r2][idx]);
v1.partial_cmp(&v2).unwrap()
})
.unwrap();
if this.0[pivot][idx] != 0.0 {
swap_rows(this, idx, pivot);
swap_rows(inv, idx, pivot);
let div = 1.0 / this.0[idx][idx];
for r in (idx + 1)..4 {
let x = this.0[r][idx] * div;
sub_row(this, idx, r, x);
sub_row(inv, idx, r, x);
}
}
}
// now in upper echelon form, back-substitute variables
for &idx in &[3, 2, 1] {
let diag = this.0[idx][idx];
for r in 0..idx {
let x = this.0[r][idx] / diag;
sub_row(this, idx, r, x);
sub_row(inv, idx, r, x);
}
}
// normalize
for r in 0..4 {
let x = 1.0 / this.0[r][r];
mul_row(this, r, x);
mul_row(inv, r, x);
}
debug_assert!(inv.is_finite());
inv.to()
}
}
impl<Src> Mat4x4<RealToProj<Src>> {
/// Maps the real 3-vector 𝘃 from basis 𝖡 to the projective 4-space.
///
/// Computes the matrix–vector multiplication 𝝡𝘃 where 𝘃 is interpreted as
/// a column vector with an implicit 𝘃<sub>3</sub> component with value 1:
///
/// ```text
/// / M00 · · \ / v0 \
/// Mv = | · | | v1 | = ( v0' v1' v2' v3' )
/// | · | | v2 |
/// \ · · M33 / \ 1 /
/// ```
#[must_use]
pub fn apply(&self, v: &Vec3<Src>) -> ProjVec4 {
let v = Vector::from([v.x(), v.y(), v.z(), 1.0]);
[
self.row_vec(0).dot(&v),
self.row_vec(1).dot(&v),
self.row_vec(2).dot(&v),
self.row_vec(3).dot(&v),
]
.into()
}
}
//
// Local trait impls
//
impl<const DIM: usize, S, D> LinearMap for RealToReal<DIM, S, D> {
type Source = Real<DIM, S>;
type Dest = Real<DIM, D>;
}
impl<const DIM: usize, S, I, D> Compose<RealToReal<DIM, S, I>>
for RealToReal<DIM, I, D>
{
type Result = RealToReal<DIM, S, D>;
}
impl<S> LinearMap for RealToProj<S> {
type Source = Real<3, S>;
type Dest = Proj4;
}
impl<S, I> Compose<RealToReal<3, S, I>> for RealToProj<I> {
type Result = RealToProj<S>;
}
/// Dummy `LinearMap` to help with generic code.
impl LinearMap for () {
type Source = ();
type Dest = ();
}
//
// Foreign trait impls
//
impl<R: Clone, M> Clone for Matrix<R, M> {
fn clone(&self) -> Self {
self.to()
}
}
impl<const N: usize, Map> Default for Matrix<[[f32; N]; N], Map> {
/// Returns the `N`×`N` identity matrix.
fn default() -> Self {
Self::identity()
}
}
impl<S: Debug, Map: Debug + Default, const N: usize, const M: usize> Debug
for Matrix<[[S; N]; M], Map>
{
fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
writeln!(f, "Matrix<{:?}>[", Map::default())?;
for i in 0..M {
writeln!(f, " {:6.2?}", self.0[i])?;
}
write!(f, "]")
}
}
impl<const DIM: usize, F, T> Debug for RealToReal<DIM, F, T>
where
F: Debug + Default,
T: Debug + Default,
{
fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
write!(f, "{:?}→{:?}", F::default(), T::default())
}
}
impl<Repr, M> From<Repr> for Matrix<Repr, M> {
fn from(repr: Repr) -> Self {
Self(repr, PhantomData)
}
}
//
// Free functions
//
/// Returns a matrix applying a scaling by `s`.
///
/// Tip: use [`splat`][super::vec::splat] to scale uniformly:
/// ```
/// # use retrofire_core::math::{mat::scale, vec::splat};
/// let m = scale(splat(2.0));
/// assert_eq!(m.0[0][0], 2.0);
/// assert_eq!(m.0[1][1], 2.0);
/// assert_eq!(m.0[2][2], 2.0);
/// ```
pub const fn scale(s: Vec3) -> Mat4x4<RealToReal<3>> {
let [x, y, z] = s.0;
Matrix::new([
[x, 0.0, 0.0, 0.0],
[0.0, y, 0.0, 0.0],
[0.0, 0.0, z, 0.0],
[0.0, 0.0, 0.0, 1.0],
])
}
/// Returns a matrix applying a translation by `t`.
pub const fn translate(t: Vec3) -> Mat4x4<RealToReal<3>> {
let [x, y, z] = t.0;
Matrix::new([
[1.0, 0.0, 0.0, x],
[0.0, 1.0, 0.0, y],
[0.0, 0.0, 1.0, z],
[0.0, 0.0, 0.0, 1.0],
])
}
/// Returns a matrix applying a rotation such that the original y axis
/// is now parallel with `new_y` and the new z axis is orthogonal to
/// both `x` and `new_y`.
///
/// Returns an orthogonal basis. If `new_y` and `x` are unit vectors,
/// the result is orthonormal.
#[cfg(feature = "fp")]
pub fn orient_y(new_y: Vec3, x: Vec3) -> Mat4x4<RealToReal<3>> {
orient(new_y, x.cross(&new_y).normalize())
}
/// Returns a matrix applying a rotation such that the original z axis
/// is now parallel with `new_z` and the new y axis is orthogonal to
/// both `new_z` and `x`.
///
/// Returns an orthogonal basis. If `new_z` and `x` are unit vectors,
/// the result is orthonormal.
#[cfg(feature = "fp")]
pub fn orient_z(new_z: Vec3, x: Vec3) -> Mat4x4<RealToReal<3>> {
orient(new_z.cross(&x).normalize(), new_z)
}
#[cfg(feature = "fp")]
fn orient(new_y: Vec3, new_z: Vec3) -> Mat4x4<RealToReal<3>> {
use crate::math::{space::Linear, ApproxEq};
assert!(!new_y.approx_eq(&Vec3::zero()));
assert!(!new_z.approx_eq(&Vec3::zero()));
let new_x = new_y.cross(&new_z);
Mat4x4::from_basis(new_x, new_y, new_z)
}
// TODO constify rotate_* functions once we have const trig functions
/// Returns a matrix applying a rotation by `a` about the x axis.
#[cfg(feature = "fp")]
pub fn rotate_x(a: super::angle::Angle) -> Mat4x4<RealToReal<3>> {
let (sin, cos) = a.sin_cos();
[
[1.0, 0.0, 0.0, 0.0],
[0.0, cos, sin, 0.0],
[0.0, -sin, cos, 0.0],
[0.0, 0.0, 0.0, 1.0],
]
.into()
}
/// Returns a matrix applying a rotation by `a` about the y axis.
#[cfg(feature = "fp")]
pub fn rotate_y(a: super::angle::Angle) -> Mat4x4<RealToReal<3>> {
let (sin, cos) = a.sin_cos();
[
[cos, 0.0, -sin, 0.0],
[0.0, 1.0, 0.0, 0.0],
[sin, 0.0, cos, 0.0],
[0.0, 0.0, 0.0, 1.0],
]
.into()
}
/// Returns a matrix applying a rotation of angle `a` about the z axis.
#[cfg(feature = "fp")]
pub fn rotate_z(a: super::angle::Angle) -> Mat4x4<RealToReal<3>> {
let (sin, cos) = a.sin_cos();
[
[cos, sin, 0.0, 0.0],
[-sin, cos, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
]
.into()
}
/// Creates a perspective projection matrix.
///
/// # Parameters
/// * `focal_ratio`: Focal length/aperture ratio. Larger values mean
/// a smaller angle of view, with 1.0 corresponding to a horizontal
/// field of view of 90 degrees.
/// * `aspect_ratio`: Viewport width/height ratio. Larger values mean
/// a wider field of view.
/// * `near_far`: Depth range between the near and far clipping planes.
/// Objects outside this range are clipped or culled.
///
/// # Panics
/// * If any parameter value is nonpositive.
/// * If `near_far` is an empty range.
pub fn perspective(
focal_ratio: f32,
aspect_ratio: f32,
near_far: Range<f32>,
) -> Mat4x4<ViewToProj> {
let (near, far) = (near_far.start, near_far.end);
assert!(focal_ratio > 0.0, "focal ratio must be positive");
assert!(aspect_ratio > 0.0, "aspect ratio must be positive");
assert!(near > 0.0, "near must be positive");
assert!(!near_far.is_empty(), "far must be greater than near");
let e00 = focal_ratio;
let e11 = e00 * aspect_ratio;
let e22 = (far + near) / (far - near);
let e23 = 2.0 * far * near / (near - far);
[
[e00, 0.0, 0.0, 0.0],
[0.0, e11, 0.0, 0.0],
[0.0, 0.0, e22, e23],
[0.0, 0.0, 1.0, 0.0],
]
.into()
}
/// Creates an orthographic projection matrix.
///
/// # Parameters
/// * `lbn`: The left-bottom-near corner of the projection box.
/// * `rtf`: The right-bottom-far corner of the projection box.
pub fn orthographic(lbn: Vec3, rtf: Vec3) -> Mat4x4<ViewToProj> {
let [dx, dy, dz] = (rtf - lbn).0;
let [sx, sy, sz] = (rtf + lbn).0;
[
[2.0 / dx, 0.0, 0.0, -sx / dx],
[0.0, 2.0 / dy, 0.0, -sy / dy],
[0.0, 0.0, 2.0 / dz, -sz / dz],
[0.0, 0.0, 0.0, 1.0],
]
.into()
}
/// Creates a viewport transform matrix. A viewport matrix is used to
/// transform points from the NDC space to screen space for rasterization.
///
/// # Parameters
/// * `bounds`: the left-top and right-bottom coordinates of the viewport.
pub fn viewport(bounds: Range<Vec2u>) -> Mat4x4<NdcToScreen> {
let Range { start, end } = bounds;
let h = (end.x() - start.x()) as f32 / 2.0;
let v = (end.y() - start.y()) as f32 / 2.0;
[
[h, 0.0, 0.0, h + start.x() as f32],
[0.0, v, 0.0, v + start.y() as f32],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
]
.into()
}
#[cfg(test)]
mod tests {
use crate::assert_approx_eq;
use crate::math::vec::{splat, vec2, vec3};
#[cfg(feature = "fp")]
use crate::math::angle::degs;
use super::*;
#[derive(Debug, Default, Eq, PartialEq)]
struct Basis1;
#[derive(Debug, Default, Eq, PartialEq)]
struct Basis2;
type Map<const N: usize = 3> = RealToReal<N, Basis1, Basis2>;
type InvMap<const N: usize = 3> = RealToReal<N, Basis2, Basis1>;
mod mat3x3 {
use super::*;
const MAT: Mat3x3<Map> = Matrix::new([
[0.0, 1.0, 2.0], //
[10.0, 11.0, 12.0],
[20.0, 21.0, 22.0],
]);
#[test]
fn row_col_vecs() {
assert_eq!(MAT.row_vec(2), vec3::<_, Basis1>(20.0, 21.0, 22.0));
assert_eq!(MAT.col_vec(2), vec3::<_, Basis2>(2.0, 12.0, 22.0));
}
#[test]
fn composition() {
let t = Mat3x3::<Map<2>>::new([
[1.0, 0.0, 2.0], //
[0.0, 1.0, -3.0],
[0.0, 0.0, 1.0],
]);
let s = Mat3x3::<InvMap<2>>::new([
[-1.0, 0.0, 0.0], //
[0.0, 2.0, 0.0],
[0.0, 0.0, 1.0],
]);
let ts = t.then(&s);
let st = s.then(&t);
assert_eq!(ts, s.compose(&t));
assert_eq!(st, t.compose(&s));
assert_eq!(ts.apply(&splat(0.0)), vec2(-2.0, -6.0));
assert_eq!(st.apply(&splat(0.0)), vec2(2.0, -3.0));
}
#[test]
fn scaling() {
let m = Mat3x3::<Map<2>>::new([
[2.0, 0.0, 0.0], //
[0.0, -3.0, 0.0],
[0.0, 0.0, 1.0],
]);
assert_eq!(m.apply(&vec2(1.0, 2.0)), vec2(2.0, -6.0));
}
#[test]
fn translation() {
let m = Mat3x3::<Map<2>>::new([
[1.0, 0.0, 2.0], //
[0.0, 1.0, -3.0],
[0.0, 0.0, 1.0],
]);
assert_eq!(m.apply(&vec2(1.0, 2.0)), vec2(3.0, -1.0));
}
#[test]
fn matrix_debug() {
assert_eq!(
alloc::format!("{MAT:?}"),
r#"Matrix<Basis1→Basis2>[
[ 0.00, 1.00, 2.00]
[ 10.00, 11.00, 12.00]
[ 20.00, 21.00, 22.00]
]"#
);
}
}
mod mat4x4 {
use super::*;
const MAT: Mat4x4<Map> = Matrix::new([
[0.0, 1.0, 2.0, 3.0],
[10.0, 11.0, 12.0, 13.0],
[20.0, 21.0, 22.0, 23.0],
[30.0, 31.0, 32.0, 33.0],
]);
#[test]
fn row_col_vecs() {
assert_eq!(MAT.row_vec(1), [10.0, 11.0, 12.0, 13.0].into());
assert_eq!(MAT.col_vec(3), [3.0, 13.0, 23.0, 33.0].into());
}
#[test]
fn composition() {
let t = translate(vec3(1.0, 2.0, 3.0)).to::<Map>();
let s = scale(vec3(3.0, 2.0, 1.0)).to::<InvMap>();
let ts = t.then(&s);
let st = s.then(&t);
assert_eq!(ts, s.compose(&t));
assert_eq!(st, t.compose(&s));
assert_eq!(ts.apply(&splat(0.0)), vec3::<_, Basis1>(3.0, 4.0, 3.0));
assert_eq!(st.apply(&splat(0.0)), vec3::<_, Basis2>(1.0, 2.0, 3.0));
}
#[test]
fn scaling_vec3() {
let m = scale(vec3(1.0, -2.0, 3.0));
let v = vec3(0.0, 4.0, -3.0);
assert_eq!(m.apply(&v), vec3(0.0, -8.0, -9.0));
}
#[test]
fn translation_vec3() {
let m = translate(vec3(1.0, 2.0, 3.0));
let v = vec3(0.0, 5.0, -3.0);
assert_eq!(m.apply(&v), vec3(1.0, 7.0, 0.0));
}
#[cfg(feature = "fp")]
#[test]
fn rotation_x() {
let m = rotate_x(degs(90.0));
assert_eq!(m.apply(&splat(0.0)), splat(0.0));
assert_approx_eq!(
m.apply(&vec3(0.0, 0.0, 1.0)),
vec3(0.0, 1.0, 0.0)
);
}
#[cfg(feature = "fp")]
#[test]
fn rotation_y() {
let m = rotate_y(degs(90.0));
assert_eq!(m.apply(&splat(0.0)), splat(0.0));
assert_approx_eq!(
m.apply(&vec3(1.0, 0.0, 0.0)),
vec3(0.0, 0.0, 1.0)
);
}
#[cfg(feature = "fp")]
#[test]
fn rotation_z() {
let m = rotate_z(degs(90.0));
assert_eq!(m.apply(&splat(0.0)), splat(0.0));
assert_approx_eq!(
m.apply(&vec3(0.0, 1.0, 0.0)),
vec3(1.0, 0.0, 0.0)
);
}
#[test]
fn matrix_debug() {
assert_eq!(
alloc::format!("{MAT:?}"),
r#"Matrix<Basis1→Basis2>[
[ 0.00, 1.00, 2.00, 3.00]
[ 10.00, 11.00, 12.00, 13.00]
[ 20.00, 21.00, 22.00, 23.00]
[ 30.00, 31.00, 32.00, 33.00]
]"#
);
}
}
#[test]
fn transposition() {
let m = Matrix::<_, Map>::new([
[0.0, 1.0, 2.0], //
[10.0, 11.0, 12.0],
[20.0, 21.0, 22.0],
]);
assert_eq!(
m.transpose(),
Matrix::<_, InvMap>::new([
[0.0, 10.0, 20.0], //
[1.0, 11.0, 21.0],
[2.0, 12.0, 22.0],
])
);
}
#[test]
fn determinant_of_identity_is_one() {
let id: Mat4x4<Map> = Mat4x4::identity();
assert_eq!(id.determinant(), 1.0);
}
#[test]
fn determinant_of_scaling_is_product_of_diagonal() {
let scale: Mat4x4<_> = scale(vec3(2.0, 3.0, 4.0));
assert_eq!(scale.determinant(), 24.0);
}
#[cfg(feature = "fp")]
#[test]
fn determinant_of_rotation_is_one() {
let rot = rotate_x(degs(73.0)).then(&rotate_y(degs(-106.0)));
assert_approx_eq!(rot.determinant(), 1.0);
}
#[cfg(feature = "fp")]
#[test]
fn mat_times_mat_inverse_is_identity() {
let m = translate(vec3(1.0e3, -2.0e2, 0.0))
.then(&scale(vec3(0.5, 100.0, 42.0)))
.to::<Map>();
let m_inv: Mat4x4<InvMap> = m.inverse();
assert_eq!(
m.compose(&m_inv),
Mat4x4::<RealToReal<3, Basis2, Basis2>>::identity()
);
assert_eq!(
m_inv.compose(&m),
Mat4x4::<RealToReal<3, Basis1, Basis1>>::identity()
);
}
#[test]
fn inverse_reverts_transform() {
let m: Mat4x4<Map> = scale(vec3(1.0, 2.0, 0.5))
.then(&translate(vec3(-2.0, 3.0, 0.0)))
.to();
let m_inv: Mat4x4<InvMap> = m.inverse();
let v1: Vec3<Basis1> = vec3(1.0, -2.0, 3.0);
let v2: Vec3<Basis2> = vec3(2.0, 0.0, -2.0);
assert_eq!(m_inv.apply(&m.apply(&v1)), v1);
assert_eq!(m.apply(&m_inv.apply(&v2)), v2);
}
#[test]
fn orthographic_box_maps_to_unit_cube() {
let lbn = vec3(-20.0, 0.0, 0.01);
let rtf = vec3(100.0, 50.0, 100.0);
let m = orthographic(lbn, rtf);
assert_approx_eq!(m.apply(&lbn.to()), [-1.0, -1.0, -1.0, 1.0].into());
assert_approx_eq!(m.apply(&rtf.to()), splat(1.0));
}
#[test]
fn perspective_frustum_maps_to_unit_cube() {
let left_bot_near = vec3(-0.125, -0.0625, 0.1);
let right_top_far = vec3(125.0, 62.5, 100.0);
let m = perspective(0.8, 2.0, 0.1..100.0);
let lbn = m.apply(&left_bot_near);
assert_approx_eq!(lbn / lbn.w(), [-1.0, -1.0, -1.0, 1.0].into());
let rtf = m.apply(&right_top_far);
assert_approx_eq!(rtf / rtf.w(), splat(1.0));
}
}