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use cgmath::{Point3, Quaternion, Vector3, Matrix4, EuclideanSpace};
#[derive(Clone, Debug)]
pub struct Transform {
pub position: Point3<f32>,
pub rotation: Quaternion<f32>,
pub scale: Vector3<f32>
}
#[allow(dead_code)]
impl Transform {
pub fn identity() -> Transform {
Transform {
position: Point3::new(0.0, 0.0, 0.0),
rotation: Quaternion::from_sv(0.0, Vector3::new(0.0, 0.0, 0.0)),
scale: Vector3::new(1.0, 1.0, 1.0),
}
}
pub fn from_position(position: Point3<f32>) -> Transform {
Transform {
position,
rotation: Quaternion::from_sv(0.0, Vector3::new(0.0, 0.0, 0.0)),
scale: Vector3::new(1.0, 1.0, 1.0),
}
}
pub fn from_rotation(rotation: Quaternion<f32>) -> Transform {
Transform {
position: Point3::new(0.0, 0.0, 0.0),
rotation,
scale: Vector3::new(1.0, 1.0, 1.0),
}
}
pub fn from_scale(scale: Vector3<f32>) -> Transform {
Transform {
position: Point3::new(0.0, 0.0, 0.0),
rotation: Quaternion::from_sv(0.0, Vector3::new(0.0, 0.0, 0.0)),
scale
}
}
pub fn from_uniform_scale(scale: f32) -> Transform {
Transform {
position: Point3::new(0.0, 0.0, 0.0),
rotation: Quaternion::from_sv(0.0, Vector3::new(0.0, 0.0, 0.0)),
scale: Vector3::new(scale, scale, scale),
}
}
pub fn to_matrix(&self) -> Matrix4<f32> {
Matrix4::from_translation(self.position.to_vec())
* Matrix4::from(self.rotation)
* Matrix4::from_nonuniform_scale(self.scale.x, self.scale.y, self.scale.z)
}
}