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use nalgebra::{Isometry3, Point3, RealField, Unit, UnitQuaternion, Vector3};
use std::ops::Neg;
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct Frame<N: RealField> {
pos: Point3<N>,
rot: UnitQuaternion<N>,
zat: N,
}
impl<N: RealField> Frame<N> {
pub fn look_at(target: Point3<N>, eye: &Point3<N>, up: &Vector3<N>) -> Self {
let dir = target - eye;
Self {
pos: target,
rot: UnitQuaternion::face_towards(&-dir, up),
zat: dir.norm(),
}
}
pub fn eye(&self) -> Point3<N> {
self.pos + self.rot * Vector3::z_axis().into_inner() * self.zat
}
pub fn set_eye(&mut self, eye: &Point3<N>, up: &Vector3<N>) {
*self = Self::look_at(self.pos, eye, up);
}
pub fn target(&self) -> &Point3<N> {
&self.pos
}
pub fn set_target(&mut self, target: Point3<N>) {
let eye = self.eye();
self.pos = target;
self.zat = (self.pos - eye).norm();
}
pub fn distance(&self) -> N {
self.zat
}
pub fn set_distance(&mut self, zat: N) {
self.zat = zat;
}
pub fn scale(&mut self, rat: N) {
self.zat *= rat;
}
pub fn local_scale_around(&mut self, rat: N, pos: &Point3<N>) {
self.local_slide(&(pos - pos * rat));
self.scale(rat);
}
pub fn scale_around(&mut self, rat: N, pos: &Point3<N>) {
let pos = pos - self.pos.coords;
self.slide(&(pos - pos * rat));
self.scale(rat);
}
pub fn local_slide(&mut self, vec: &Vector3<N>) {
self.pos += self.rot * vec;
}
pub fn slide(&mut self, vec: &Vector3<N>) {
self.pos += vec;
}
pub fn local_orbit(&mut self, rot: &UnitQuaternion<N>) {
self.rot *= rot;
}
pub fn local_orbit_around(&mut self, rot: &UnitQuaternion<N>, pos: &Point3<N>) {
self.local_slide(&(pos - rot * pos));
self.local_orbit(rot);
}
pub fn orbit(&mut self, rot: &UnitQuaternion<N>) {
self.rot = rot * self.rot;
}
pub fn orbit_around(&mut self, rot: &UnitQuaternion<N>, pos: &Point3<N>) {
let pos = pos - self.pos.coords;
self.slide(&(pos - rot * pos));
self.orbit(rot);
}
pub fn look_around(&mut self, pitch: N, yaw: N, yaw_axis: &Unit<Vector3<N>>) {
let pitch = UnitQuaternion::from_axis_angle(&self.local_pitch_axis(), pitch);
let yaw = UnitQuaternion::from_axis_angle(yaw_axis, yaw);
self.local_orbit_around(&pitch, &Point3::new(N::zero(), N::zero(), self.zat));
self.orbit_around(&yaw, &self.eye());
}
pub fn local_pitch_axis(&self) -> Unit<Vector3<N>> {
Vector3::x_axis()
}
pub fn local_yaw_axis(&self) -> Unit<Vector3<N>> {
Vector3::y_axis()
}
pub fn local_roll_axis(&self) -> Unit<Vector3<N>> {
Vector3::z_axis()
}
pub fn pitch_axis(&self) -> Unit<Vector3<N>> {
self.rot * self.local_pitch_axis()
}
pub fn yaw_axis(&self) -> Unit<Vector3<N>> {
self.rot * self.local_yaw_axis()
}
pub fn roll_axis(&self) -> Unit<Vector3<N>> {
self.rot * self.local_roll_axis()
}
pub fn angles(&self) -> (N, N, N) {
self.rot.euler_angles()
}
pub fn set_angles(&mut self, pitch: N, yaw: N, roll: N) {
self.rot = UnitQuaternion::from_euler_angles(pitch, yaw, roll);
}
pub fn view(&self) -> Isometry3<N> {
let rot = self.rot.inverse();
let eye = rot * self.pos + Vector3::z_axis().into_inner() * self.zat;
Isometry3::from_parts(eye.coords.neg().into(), rot)
}
}