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#![allow( clippy::too_many_arguments, clippy::let_and_return, clippy::from_over_into )] use crate::{Euler, Quaternion}; use glib::translate::*; use std::boxed::Box as Box_; use std::mem; glib_wrapper! { #[derive(Debug, PartialOrd, Ord)] // Hash pub struct Matrix(Boxed<ffi::CoglMatrix>); match fn { copy => |ptr| ffi::cogl_matrix_copy(mut_override(ptr)), free => |ptr| ffi::cogl_matrix_free(ptr), get_type => || ffi::cogl_matrix_get_gtype(), } } impl Matrix { /// Multiplies `self` by the given frustum perspective matrix. /// ## `left` /// X position of the left clipping plane where it /// intersects the near clipping plane /// ## `right` /// X position of the right clipping plane where it /// intersects the near clipping plane /// ## `bottom` /// Y position of the bottom clipping plane where it /// intersects the near clipping plane /// ## `top` /// Y position of the top clipping plane where it intersects /// the near clipping plane /// ## `z_near` /// The distance to the near clipping plane (Must be positive) /// ## `z_far` /// The distance to the far clipping plane (Must be positive) pub fn frustum( &mut self, left: f32, right: f32, bottom: f32, top: f32, z_near: f32, z_far: f32, ) { unsafe { ffi::cogl_matrix_frustum( self.to_glib_none_mut().0, left, right, bottom, top, z_near, z_far, ); } } //TODO: // /// Casts `self` to a float array which can be directly passed to OpenGL. // /// // /// # Returns // /// // /// a pointer to the float array // pub fn get_array(&self) -> &[f32] { // unsafe { ffi::cogl_matrix_get_array(self.to_glib_none().0) }; // } /// Gets the inverse transform of a given matrix and uses it to initialize /// a new `Matrix`. /// /// `<note>`Although the first parameter is annotated as const to indicate /// that the transform it represents isn't modified this function may /// technically save a copy of the inverse transform within the given /// `Matrix` so that subsequent requests for the inverse transform may /// avoid costly inversion calculations.`</note>` /// ## `inverse` /// The destination for a 4x4 inverse transformation matrix /// /// # Returns /// /// `true` if the inverse was successfully calculated or `false` /// for degenerate transformations that can't be inverted (in this case the /// `inverse` matrix will simply be initialized with the identity matrix) pub fn get_inverse(&self) -> (bool, Matrix) { unsafe { let mut inverse = Matrix::uninitialized(); let ret = ffi::cogl_matrix_get_inverse(self.to_glib_none().0, inverse.to_glib_none_mut().0); (ret == crate::TRUE, inverse) } } /// Initializes `self` with the contents of `array` /// ## `array` /// A linear array of 16 floats (column-major order) pub fn init_from_array(&mut self, array: &[f32]) { unsafe { ffi::cogl_matrix_init_from_array(self.to_glib_none_mut().0, array.as_ptr()); } } /// Initializes `self` from a `Euler` rotation. /// /// ## `euler` /// A `Euler` pub fn init_from_euler(&mut self, euler: &Euler) { unsafe { ffi::cogl_matrix_init_from_euler(self.to_glib_none_mut().0, euler.to_glib_none().0); } } /// Initializes `self` from a `Quaternion` rotation. /// ## `quaternion` /// A `Quaternion` pub fn init_from_quaternion(&mut self, quaternion: &Quaternion) { unsafe { ffi::cogl_matrix_init_from_quaternion( self.to_glib_none_mut().0, quaternion.to_glib_none().0, ); } } /// Resets matrix to the identity matrix: /// /// /// ```text /// .xx=1; .xy=0; .xz=0; .xw=0; /// .yx=0; .yy=1; .yz=0; .yw=0; /// .zx=0; .zy=0; .zz=1; .zw=0; /// .wx=0; .wy=0; .wz=0; .ww=1; /// ``` pub fn init_identity(&mut self) { unsafe { ffi::cogl_matrix_init_identity(self.to_glib_none_mut().0); } } /// Resets matrix to the (tx, ty, tz) translation matrix: /// /// /// ```text /// .xx=1; .xy=0; .xz=0; .xw=tx; /// .yx=0; .yy=1; .yz=0; .yw=ty; /// .zx=0; .zy=0; .zz=1; .zw=tz; /// .wx=0; .wy=0; .wz=0; .ww=1; /// ``` /// /// ## `tx` /// x coordinate of the translation vector /// ## `ty` /// y coordinate of the translation vector /// ## `tz` /// z coordinate of the translation vector pub fn init_translation(&mut self, tx: f32, ty: f32, tz: f32) { unsafe { ffi::cogl_matrix_init_translation(self.to_glib_none_mut().0, tx, ty, tz); } } /// Determines if the given matrix is an identity matrix. /// /// # Returns /// /// `true` if `self` is an identity matrix else `false` pub fn is_identity(&self) -> bool { unsafe { ffi::cogl_matrix_is_identity(self.to_glib_none().0) == crate::TRUE } } /// Applies a view transform `self` that positions the camera at /// the coordinate (`eye_position_x`, `eye_position_y`, `eye_position_z`) /// looking towards an object at the coordinate (`object_x`, `object_y`, /// `object_z`). The top of the camera is aligned to the given world up /// vector, which is normally simply (0, 1, 0) to map up to the /// positive direction of the y axis. /// /// Because there is a lot of missleading documentation online for /// gluLookAt regarding the up vector we want to try and be a bit /// clearer here. /// /// The up vector should simply be relative to your world coordinates /// and does not need to change as you move the eye and object /// positions. Many online sources may claim that the up vector needs /// to be perpendicular to the vector between the eye and object /// position (partly because the man page is somewhat missleading) but /// that is not necessary for this function. /// /// `<note>`You should never look directly along the world-up /// vector.`</note>` /// /// `<note>`It is assumed you are using a typical projection matrix where /// your origin maps to the center of your viewport.`</note>` /// /// `<note>`Almost always when you use this function it should be the first /// transform applied to a new modelview transform`</note>` /// ## `eye_position_x` /// The X coordinate to look from /// ## `eye_position_y` /// The Y coordinate to look from /// ## `eye_position_z` /// The Z coordinate to look from /// ## `object_x` /// The X coordinate of the object to look at /// ## `object_y` /// The Y coordinate of the object to look at /// ## `object_z` /// The Z coordinate of the object to look at /// ## `world_up_x` /// The X component of the world's up direction vector /// ## `world_up_y` /// The Y component of the world's up direction vector /// ## `world_up_z` /// The Z component of the world's up direction vector pub fn look_at( &mut self, eye_position_x: f32, eye_position_y: f32, eye_position_z: f32, object_x: f32, object_y: f32, object_z: f32, world_up_x: f32, world_up_y: f32, world_up_z: f32, ) { unsafe { ffi::cogl_matrix_look_at( self.to_glib_none_mut().0, eye_position_x, eye_position_y, eye_position_z, object_x, object_y, object_z, world_up_x, world_up_y, world_up_z, ); } } /// Multiplies the two supplied matrices together and stores /// the resulting matrix inside `self`. /// /// `<note>`It is possible to multiply the `a` matrix in-place, so /// `self` can be equal to `a` but can't be equal to `b`.`</note>` /// ## `a` /// A 4x4 transformation matrix /// ## `b` /// A 4x4 transformation matrix pub fn multiply(&mut self, a: &Matrix, b: &Matrix) { unsafe { ffi::cogl_matrix_multiply( self.to_glib_none_mut().0, a.to_glib_none().0, b.to_glib_none().0, ); } } /// Multiplies `self` by a parallel projection matrix. /// ## `x_1` /// The x coordinate for the first vertical clipping plane /// ## `y_1` /// The y coordinate for the first horizontal clipping plane /// ## `x_2` /// The x coordinate for the second vertical clipping plane /// ## `y_2` /// The y coordinate for the second horizontal clipping plane /// ## `near` /// The `<emphasis>`distance`</emphasis>` to the near clipping /// plane (will be `<emphasis>`negative`</emphasis>` if the plane is /// behind the viewer) /// ## `far` /// The `<emphasis>`distance`</emphasis>` to the far clipping /// plane (will be `<emphasis>`negative`</emphasis>` if the plane is /// behind the viewer) pub fn orthographic(&mut self, x_1: f32, y_1: f32, x_2: f32, y_2: f32, near: f32, far: f32) { unsafe { ffi::cogl_matrix_orthographic(self.to_glib_none_mut().0, x_1, y_1, x_2, y_2, near, far); } } /// Multiplies `self` by the described perspective matrix /// /// `<note>`You should be careful not to have to great a `z_far` / `z_near` /// ratio since that will reduce the effectiveness of depth testing /// since there wont be enough precision to identify the depth of /// objects near to each other.`</note>` /// ## `fov_y` /// Vertical field of view angle in degrees. /// ## `aspect` /// The (width over height) aspect ratio for display /// ## `z_near` /// The distance to the near clipping plane (Must be positive, /// and must not be 0) /// ## `z_far` /// The distance to the far clipping plane (Must be positive) pub fn perspective(&mut self, fov_y: f32, aspect: f32, z_near: f32, z_far: f32) { unsafe { ffi::cogl_matrix_perspective(self.to_glib_none_mut().0, fov_y, aspect, z_near, z_far); } } //pub fn project_points(&self, n_components: i32, stride_in: usize, points_in: /*Unimplemented*/Option<Fundamental: Pointer>, stride_out: usize, points_out: /*Unimplemented*/Option<Fundamental: Pointer>, n_points: i32) { // unsafe { TODO: call cogl_sys:cogl_matrix_project_points() } //} /// Multiplies `self` with a rotation matrix that applies a rotation /// of `angle` degrees around the specified 3D vector. /// ## `angle` /// The angle you want to rotate in degrees /// ## `x` /// X component of your rotation vector /// ## `y` /// Y component of your rotation vector /// ## `z` /// Z component of your rotation vector pub fn rotate(&mut self, angle: f32, x: f32, y: f32, z: f32) { unsafe { ffi::cogl_matrix_rotate(self.to_glib_none_mut().0, angle, x, y, z); } } /// Multiplies `self` with a rotation transformation described by the /// given `Euler`. /// /// ## `euler` /// A euler describing a rotation pub fn rotate_euler(&mut self, euler: &Euler) { unsafe { ffi::cogl_matrix_rotate_euler(self.to_glib_none_mut().0, euler.to_glib_none().0); } } /// Multiplies `self` with a rotation transformation described by the /// given `Quaternion`. /// /// ## `quaternion` /// A quaternion describing a rotation pub fn rotate_quaternion(&mut self, quaternion: &Quaternion) { unsafe { ffi::cogl_matrix_rotate_quaternion( self.to_glib_none_mut().0, quaternion.to_glib_none().0, ); } } /// Multiplies `self` with a transform matrix that scales along the X, /// Y and Z axis. /// ## `sx` /// The X scale factor /// ## `sy` /// The Y scale factor /// ## `sz` /// The Z scale factor pub fn scale(&mut self, sx: f32, sy: f32, sz: f32) { unsafe { ffi::cogl_matrix_scale(self.to_glib_none_mut().0, sx, sy, sz); } } /// Transforms a point whos position is given and returned as four float /// components. /// ## `x` /// The X component of your points position /// ## `y` /// The Y component of your points position /// ## `z` /// The Z component of your points position /// ## `w` /// The W component of your points position pub fn transform_point(&self, x: &mut f32, y: &mut f32, z: &mut f32, w: &mut f32) { unsafe { ffi::cogl_matrix_transform_point(self.to_glib_none().0, x, y, z, w); } } //pub fn transform_points(&self, n_components: i32, stride_in: usize, points_in: /*Unimplemented*/Option<Fundamental: Pointer>, stride_out: usize, points_out: /*Unimplemented*/Option<Fundamental: Pointer>, n_points: i32) { // unsafe { TODO: call cogl_sys:cogl_matrix_transform_points() } //} /// Multiplies `self` with a transform matrix that translates along /// the X, Y and Z axis. /// ## `x` /// The X translation you want to apply /// ## `y` /// The Y translation you want to apply /// ## `z` /// The Z translation you want to apply pub fn translate(&mut self, x: f32, y: f32, z: f32) { unsafe { ffi::cogl_matrix_translate(self.to_glib_none_mut().0, x, y, z); } } /// Replaces `self` with its transpose. Ie, every element (i,j) in the /// new matrix is taken from element (j,i) in the old matrix. pub fn transpose(&mut self) { unsafe { ffi::cogl_matrix_transpose(self.to_glib_none_mut().0); } } /// Multiplies `self` by a view transform that maps the 2D coordinates /// (0,0) top left and (`width_2d`,`height_2d`) bottom right the full viewport /// size. Geometry at a depth of 0 will now lie on this 2D plane. /// /// Note: this doesn't multiply the matrix by any projection matrix, /// but it assumes you have a perspective projection as defined by /// passing the corresponding arguments to `Matrix::frustum`. /// /// Toolkits such as Clutter that mix 2D and 3D drawing can use this to /// create a 2D coordinate system within a 3D perspective projected /// view frustum. /// ## `left` /// coord of left vertical clipping plane /// ## `right` /// coord of right vertical clipping plane /// ## `bottom` /// coord of bottom horizontal clipping plane /// ## `top` /// coord of top horizontal clipping plane /// ## `z_near` /// The distance to the near clip plane. Never pass 0 and always pass /// a positive number. /// ## `z_2d` /// The distance to the 2D plane. (Should always be positive and /// be between `z_near` and the z_far value that was passed to /// `Matrix::frustum`) /// ## `width_2d` /// The width of the 2D coordinate system /// ## `height_2d` /// The height of the 2D coordinate system pub fn view_2d_in_frustum( &mut self, left: f32, right: f32, bottom: f32, top: f32, z_near: f32, z_2d: f32, width_2d: f32, height_2d: f32, ) { unsafe { ffi::cogl_matrix_view_2d_in_frustum( self.to_glib_none_mut().0, left, right, bottom, top, z_near, z_2d, width_2d, height_2d, ); } } /// Multiplies `self` by a view transform that maps the 2D coordinates /// (0,0) top left and (`width_2d`,`height_2d`) bottom right the full viewport /// size. Geometry at a depth of 0 will now lie on this 2D plane. /// /// Note: this doesn't multiply the matrix by any projection matrix, /// but it assumes you have a perspective projection as defined by /// passing the corresponding arguments to `Matrix::perspective`. /// /// Toolkits such as Clutter that mix 2D and 3D drawing can use this to /// create a 2D coordinate system within a 3D perspective projected /// view frustum. /// ## `fov_y` /// A field of view angle for the Y axis /// ## `aspect` /// The ratio of width to height determining the field of view angle /// for the x axis. /// ## `z_near` /// The distance to the near clip plane. Never pass 0 and always pass /// a positive number. /// ## `z_2d` /// The distance to the 2D plane. (Should always be positive and /// be between `z_near` and the z_far value that was passed to /// `Matrix::frustum`) /// ## `width_2d` /// The width of the 2D coordinate system /// ## `height_2d` /// The height of the 2D coordinate system pub fn view_2d_in_perspective( &mut self, fov_y: f32, aspect: f32, z_near: f32, z_2d: f32, width_2d: f32, height_2d: f32, ) { unsafe { ffi::cogl_matrix_view_2d_in_perspective( self.to_glib_none_mut().0, fov_y, aspect, z_near, z_2d, width_2d, height_2d, ); } } fn equal(v1: &Self, v2: &Self) -> bool { let a = Box_::into_raw(Box::new(v1)) as *mut _; let b = Box_::into_raw(Box::new(v2)) as *mut _; unsafe { ffi::cogl_matrix_equal(a, b) == crate::TRUE } } } #[doc(hidden)] impl Uninitialized for Matrix { #[inline] unsafe fn uninitialized() -> Self { mem::zeroed() } } impl PartialEq for Matrix { #[inline] fn eq(&self, other: &Self) -> bool { Matrix::equal(self, other) } } impl Eq for Matrix {}