1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
pub use emath::{Pos2, Rect, Vec2};
pub use glam::{DMat3, DMat4, DQuat, DVec2, DVec3, DVec4, Mat4, Quat, Vec3, Vec4Swizzles};

#[derive(Clone, Copy, Debug, PartialEq, PartialOrd)]
pub struct Transform {
    pub scale: mint::Vector3<f64>,
    pub rotation: mint::Quaternion<f64>,
    pub translation: mint::Vector3<f64>,
}

impl Transform {
    pub fn from_scale_rotation_translation(
        scale: impl Into<mint::Vector3<f64>>,
        rotation: impl Into<mint::Quaternion<f64>>,
        translation: impl Into<mint::Vector3<f64>>,
    ) -> Self {
        Self {
            scale: scale.into(),
            rotation: rotation.into(),
            translation: translation.into(),
        }
    }
}

/// Creates a matrix that represents rotation between two 3d vectors
///
/// Credit: <https://www.iquilezles.org/www/articles/noacos/noacos.htm>
pub(crate) fn rotation_align(from: DVec3, to: DVec3) -> DMat3 {
    let v = from.cross(to);
    let c = from.dot(to);
    let k = 1.0 / (1.0 + c);

    DMat3::from_cols_array(&[
        v.x * v.x * k + c,
        v.x * v.y * k + v.z,
        v.x * v.z * k - v.y,
        v.y * v.x * k - v.z,
        v.y * v.y * k + c,
        v.y * v.z * k + v.x,
        v.z * v.x * k + v.y,
        v.z * v.y * k - v.x,
        v.z * v.z * k + c,
    ])
}

/// Finds points on two rays that are closest to each other.
/// This can be used to determine the shortest distance between those two rays.
///
/// Credit: Practical Geometry Algorithms by Daniel Sunday: <http://geomalgorithms.com/code.html>
pub(crate) fn ray_to_ray(a1: DVec3, adir: DVec3, b1: DVec3, bdir: DVec3) -> (f64, f64) {
    let b = adir.dot(bdir);
    let w = a1 - b1;
    let d = adir.dot(w);
    let e = bdir.dot(w);
    let dot = 1.0 - b * b;
    let ta;
    let tb;

    if dot < 1e-8 {
        ta = 0.0;
        tb = e;
    } else {
        ta = (b * e - d) / dot;
        tb = (e - b * d) / dot;
    }

    (ta, tb)
}

/// Finds points on two segments that are closest to each other.
/// This can be used to determine the shortest distance between those two segments.
///
/// Credit: Practical Geometry Algorithms by Daniel Sunday: <http://geomalgorithms.com/code.html>
pub(crate) fn segment_to_segment(a1: DVec3, a2: DVec3, b1: DVec3, b2: DVec3) -> (f64, f64) {
    let da = a2 - a1;
    let db = b2 - b1;
    let la = da.length_squared();
    let lb = db.length_squared();
    let dd = da.dot(db);
    let d1 = a1 - b1;
    let d = da.dot(d1);
    let e = db.dot(d1);
    let n = la * lb - dd * dd;

    let mut sn;
    let mut tn;
    let mut sd = n;
    let mut td = n;

    if n < 1e-8 {
        sn = 0.0;
        sd = 1.0;
        tn = e;
        td = lb;
    } else {
        sn = dd * e - lb * d;
        tn = la * e - dd * d;
        if sn < 0.0 {
            sn = 0.0;
            tn = e;
            td = lb;
        } else if sn > sd {
            sn = sd;
            tn = e + dd;
            td = lb;
        }
    }

    if tn < 0.0 {
        tn = 0.0;
        if -d < 0.0 {
            sn = 0.0;
        } else if -d > la {
            sn = sd;
        } else {
            sn = -d;
            sd = la;
        }
    } else if tn > td {
        tn = td;
        if (-d + dd) < 0.0 {
            sn = 0.0;
        } else if (-d + dd) > la {
            sn = sd;
        } else {
            sn = -d + dd;
            sd = la;
        }
    }

    let ta = if sn.abs() < 1e-8 { 0.0 } else { sn / sd };
    let tb = if tn.abs() < 1e-8 { 0.0 } else { tn / td };

    (ta, tb)
}

/// Finds the intersection point of a ray and a plane
pub(crate) fn intersect_plane(
    plane_normal: DVec3,
    plane_origin: DVec3,
    ray_origin: DVec3,
    ray_dir: DVec3,
    t: &mut f64,
) -> bool {
    let denom = plane_normal.dot(ray_dir);

    if denom.abs() < 10e-8 {
        false
    } else {
        *t = (plane_origin - ray_origin).dot(plane_normal) / denom;
        *t >= 0.0
    }
}

/// Finds the intersection point of a ray and a plane
/// and distance from the intersection to the plane origin
pub(crate) fn ray_to_plane_origin(
    disc_normal: DVec3,
    disc_origin: DVec3,
    ray_origin: DVec3,
    ray_dir: DVec3,
) -> (f64, f64) {
    let mut t = 0.0;
    if intersect_plane(disc_normal, disc_origin, ray_origin, ray_dir, &mut t) {
        let p = ray_origin + ray_dir * t;
        let v = p - disc_origin;
        let d2 = v.dot(v);
        (t, f64::sqrt(d2))
    } else {
        (t, f64::MAX)
    }
}

/// Rounds given value to the nearest interval
pub(crate) fn round_to_interval(val: f64, interval: f64) -> f64 {
    (val / interval).round() * interval
}

/// Calculates 2d screen coordinates from 3d world coordinates
pub(crate) fn world_to_screen(viewport: Rect, mvp: DMat4, pos: DVec3) -> Option<Pos2> {
    let mut pos = mvp * DVec4::from((pos, 1.0));

    if pos.w < 1e-10 {
        return None;
    }

    pos /= pos.w;
    pos.y *= -1.0;

    let center = viewport.center();

    Some(Pos2::new(
        (center.x as f64 + pos.x * viewport.width() as f64 / 2.0) as f32,
        (center.y as f64 + pos.y * viewport.height() as f64 / 2.0) as f32,
    ))
}

/// Calculates 3d world coordinates from 2d screen coordinates
pub(crate) fn screen_to_world(viewport: Rect, mat: DMat4, pos: Pos2, z: f64) -> DVec3 {
    let x = (((pos.x - viewport.min.x) / viewport.width()) * 2.0 - 1.0) as f64;
    let y = (((pos.y - viewport.min.y) / viewport.height()) * 2.0 - 1.0) as f64;

    let mut world_pos = mat * DVec4::new(x, -y, z, 1.0);

    // w is zero when far plane is set to infinity
    if world_pos.w.abs() < 1e-7 {
        world_pos.w = 1e-7;
    }

    world_pos /= world_pos.w;

    world_pos.xyz()
}