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use std::ops::{Mul, MulAssign};
use glam::{Affine3A, Mat3, Mat3A, Mat4, Quat, Vec3, Vec3A};
use shiv::{bundle::Bundle, world::Component};
#[derive(Clone, Copy, Debug, Default, Bundle)]
pub struct TransformBundle {
pub transform: Transform,
pub global_transform: GlobalTransform,
}
#[repr(C)]
#[derive(Component, Clone, Copy, Debug, PartialEq)]
pub struct Transform {
pub translation: Vec3,
pub rotation: Quat,
pub scale: Vec3,
}
impl Default for Transform {
#[inline]
fn default() -> Self {
Self::IDENTITY
}
}
impl Transform {
pub const IDENTITY: Self = Self {
translation: Vec3::ZERO,
rotation: Quat::IDENTITY,
scale: Vec3::ONE,
};
#[inline]
pub const fn from_xyz(x: f32, y: f32, z: f32) -> Self {
Self {
translation: Vec3::new(x, y, z),
rotation: Quat::IDENTITY,
scale: Vec3::ONE,
}
}
#[inline]
pub const fn from_translation(translation: Vec3) -> Self {
Self {
translation,
..Self::IDENTITY
}
}
#[inline]
pub const fn from_rotation(rotation: Quat) -> Self {
Self {
rotation,
..Self::IDENTITY
}
}
#[inline]
pub const fn from_scale(scale: Vec3) -> Self {
Self {
scale,
..Self::IDENTITY
}
}
#[inline]
pub const fn with_xyz(mut self, x: f32, y: f32, z: f32) -> Self {
self.translation = Vec3::new(x, y, z);
self
}
#[inline]
pub const fn with_translation(mut self, translation: Vec3) -> Self {
self.translation = translation;
self
}
#[inline]
pub const fn with_rotation(mut self, rotation: Quat) -> Self {
self.rotation = rotation;
self
}
#[inline]
pub const fn with_scale(mut self, scale: Vec3) -> Self {
self.scale = scale;
self
}
#[inline]
pub fn local_x(&self) -> Vec3 {
self.rotation * Vec3::X
}
#[inline]
pub fn local_y(&self) -> Vec3 {
self.rotation * Vec3::Y
}
#[inline]
pub fn local_z(&self) -> Vec3 {
self.rotation * Vec3::Z
}
#[inline]
pub fn left(&self) -> Vec3 {
-self.local_x()
}
#[inline]
pub fn right(&self) -> Vec3 {
self.local_x()
}
#[inline]
pub fn up(&self) -> Vec3 {
self.local_y()
}
#[inline]
pub fn down(&self) -> Vec3 {
-self.local_y()
}
#[inline]
pub fn forward(&self) -> Vec3 {
-self.local_z()
}
#[inline]
pub fn back(&self) -> Vec3 {
self.local_z()
}
#[inline]
pub fn translate(&mut self, translation: Vec3) {
self.translation += translation;
}
#[inline]
pub fn scale(&mut self, scale: Vec3) {
self.scale *= scale;
}
#[inline]
pub fn rotate(&mut self, rotation: Quat) {
self.rotation *= rotation;
}
#[inline]
pub fn rotate_x(&mut self, angle: f32) {
self.rotate(Quat::from_rotation_x(angle));
}
#[inline]
pub fn rotate_y(&mut self, angle: f32) {
self.rotate(Quat::from_rotation_y(angle));
}
#[inline]
pub fn rotate_z(&mut self, angle: f32) {
self.rotate(Quat::from_rotation_z(angle));
}
#[inline]
pub fn look_at(&mut self, forward: Vec3, up: Vec3) {
let right = up.cross(forward).normalize();
let up = forward.cross(right).normalize();
self.rotation = Quat::from_mat3(&Mat3::from_cols(right, up, forward));
}
#[inline]
pub fn looking_at(mut self, forward: Vec3, up: Vec3) -> Self {
self.look_at(forward, up);
self
}
#[inline]
pub fn compute_matrix(&self) -> Mat4 {
Mat4::from_scale_rotation_translation(self.scale, self.rotation, self.translation)
}
#[inline]
pub fn invserse(&self) -> Self {
let inv_scale = self.scale.recip();
let inv_rotation = self.rotation.conjugate();
let mut inv_translation = -self.translation;
inv_translation = inv_rotation.mul_vec3(inv_translation);
inv_translation *= inv_scale;
Self {
translation: inv_translation,
rotation: inv_rotation,
scale: inv_scale,
}
}
}
impl Mul<Vec3> for Transform {
type Output = Vec3;
#[inline]
fn mul(self, rhs: Vec3) -> Self::Output {
let mut position = self.scale * rhs;
position = self.rotation * position;
position + self.translation
}
}
impl Mul for Transform {
type Output = Transform;
#[inline]
fn mul(self, rhs: Transform) -> Self::Output {
let mut translation = self.scale * rhs.translation;
translation = self.rotation * translation;
translation += self.translation;
Self {
translation,
rotation: self.rotation * rhs.rotation,
scale: self.scale * rhs.scale,
}
}
}
impl MulAssign for Transform {
#[inline]
fn mul_assign(&mut self, rhs: Transform) {
*self = *self * rhs;
}
}
#[repr(C)]
#[derive(Component, Clone, Copy, Debug, PartialEq)]
pub struct GlobalTransform {
pub translation: Vec3,
pub matrix: Mat3,
}
impl Default for GlobalTransform {
#[inline]
fn default() -> Self {
Self::IDENTITY
}
}
impl GlobalTransform {
pub const IDENTITY: Self = Self {
translation: Vec3::ZERO,
matrix: Mat3::IDENTITY,
};
#[inline]
pub const fn from_xyz(x: f32, y: f32, z: f32) -> Self {
Self {
translation: Vec3::new(x, y, z),
..Self::IDENTITY
}
}
#[inline]
pub const fn from_translation(translation: Vec3) -> Self {
Self {
translation,
..Self::IDENTITY
}
}
#[inline]
pub fn from_rotation(rotation: Quat) -> Self {
Self {
matrix: Mat3::from_quat(rotation),
..Self::IDENTITY
}
}
#[inline]
pub fn from_scale(scale: Vec3) -> Self {
Self {
matrix: Mat3::from_diagonal(scale),
..Self::IDENTITY
}
}
#[inline]
pub const fn from_matrix(matrix: Mat3) -> Self {
Self {
matrix,
..Self::IDENTITY
}
}
#[inline]
pub const fn to_affine(self) -> Affine3A {
Affine3A {
translation: Vec3A::from_array(self.translation.to_array()),
matrix3: Mat3A::from_cols_array(&self.matrix.to_cols_array()),
}
}
#[inline]
pub fn local_x(&self) -> Vec3 {
Vec3::normalize(self.matrix * Vec3::X)
}
#[inline]
pub fn local_y(&self) -> Vec3 {
Vec3::normalize(self.matrix * Vec3::Y)
}
#[inline]
pub fn local_z(&self) -> Vec3 {
Vec3::normalize(self.matrix * Vec3::Z)
}
#[inline]
pub fn left(&self) -> Vec3 {
-self.local_x()
}
#[inline]
pub fn right(&self) -> Vec3 {
self.local_x()
}
#[inline]
pub fn up(&self) -> Vec3 {
self.local_y()
}
#[inline]
pub fn down(&self) -> Vec3 {
-self.local_y()
}
#[inline]
pub fn forward(&self) -> Vec3 {
-self.local_z()
}
#[inline]
pub fn back(&self) -> Vec3 {
self.local_z()
}
#[inline]
pub fn compute_matrix(&self) -> Mat4 {
let translation = Mat4::from_translation(self.translation);
let rotation_scale = Mat4::from_mat3(self.matrix);
translation * rotation_scale
}
}
impl From<Transform> for GlobalTransform {
#[inline]
fn from(value: Transform) -> Self {
Self {
translation: value.translation,
matrix: Mat3::from_quat(value.rotation) * Mat3::from_diagonal(value.scale),
}
}
}
impl From<&Transform> for GlobalTransform {
#[inline]
fn from(value: &Transform) -> Self {
Self {
translation: value.translation,
matrix: Mat3::from_quat(value.rotation) * Mat3::from_diagonal(value.scale),
}
}
}
impl Mul<Vec3> for GlobalTransform {
type Output = Vec3;
#[inline]
fn mul(self, rhs: Vec3) -> Self::Output {
self.matrix.mul_vec3(rhs) + self.translation
}
}
impl Mul<Transform> for GlobalTransform {
type Output = GlobalTransform;
#[inline]
fn mul(self, rhs: Transform) -> Self::Output {
self * GlobalTransform::from(rhs)
}
}
impl Mul for GlobalTransform {
type Output = GlobalTransform;
#[inline]
fn mul(self, rhs: GlobalTransform) -> Self::Output {
Self {
translation: self * rhs.translation,
matrix: self.matrix * rhs.matrix,
}
}
}
impl MulAssign for GlobalTransform {
#[inline]
fn mul_assign(&mut self, rhs: GlobalTransform) {
*self = *self * rhs;
}
}