nalgebra/src/traits/geometry.rs

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use traits::structure::Mat;
/// Trait of object which represent a translation, and to wich new translation
/// can be appended.
pub trait Translation<V> {
// FIXME: add a "from translation: translantion(V) -> Self ?
/// Gets the translation associated with this object.
fn translation(&self) -> V;
/// Gets the inverse translation associated with this object.
fn inv_translation(&self) -> V;
/// In-place version of `translated`.
fn translate_by(&mut self, &V);
/// Appends a translation.
fn translated(&self, &V) -> Self;
/// Sets the translation.
fn set_translation(&mut self, V);
}
/// Trait of objects able to rotate other objects. This is typically implemented by matrices which
/// rotate vectors.
pub trait Translate<V> {
/// Apply a translation to an object.
fn translate(&self, &V) -> V;
/// Apply an inverse translation to an object.
fn inv_translate(&self, &V) -> V;
}
/// Trait of object which can represent a rotation, and to which new rotations can be appended. A
/// rotation is assumed to be an isometry without translation and without reflexion.
pub trait Rotation<V> {
/// Gets the rotation associated with `self`.
fn rotation(&self) -> V;
/// Gets the inverse rotation associated with `self`.
fn inv_rotation(&self) -> V;
/// In-place version of `rotated`.
fn rotate_by(&mut self, &V);
/// Appends a rotation to `self`.
fn rotated(&self, &V) -> Self;
/// Sets the rotation of `self`.
fn set_rotation(&mut self, V);
}
/// Trait of objects able to rotate other objects.
///
/// This is typically implemented by matrices which rotate vectors.
pub trait Rotate<V> {
/// Applies a rotation to `v`.
fn rotate(&self, v: &V) -> V;
/// Applies an inverse rotation to `v`.
fn inv_rotate(&self, v: &V) -> V;
}
/// Trait of object which represent a transformation, and to which new transformations can
/// be appended.
///
/// A transformation is assumed to be an isometry without reflexion.
pub trait Transformation<M> {
/// Gets the transformation of `self`.
fn transformation(&self) -> M;
/// Gets the inverse transformation of `self`.
fn inv_transformation(&self) -> M;
/// In-place version of `transformed`.
fn transform_by(&mut self, &M);
/// Appends a transformation to `self`.
fn transformed(&self, &M) -> Self;
/// Sets the transformation of `self`.
fn set_transformation(&mut self, M);
}
/// Trait of objects able to transform other objects.
///
/// This is typically implemented by matrices which transform vectors.
pub trait Transform<V> {
/// Applies a transformation to `v`.
fn transform(&self, &V) -> V;
/// Applies an inverse transformation to `v`.
fn inv_transform(&self, &V) -> V;
}
/// Trait of transformation having a rotation extractable as a rotation matrix. This can typically
/// be implemented by quaternions to convert them to a rotation matrix.
pub trait RotationMatrix<LV, AV, R: Mat<LV, LV> + Rotation<AV>> : Rotation<AV> {
/// Gets the rotation matrix represented by `self`.
fn to_rot_mat(&self) -> R;
}
/// Traits of objects having a dot product.
pub trait Dot<N> {
/// Computes the dot (inner) product of two vectors.
#[inline]
fn dot(&self, &Self) -> N;
/**
* Short-cut to compute the projection of a point on a vector, but without
* computing intermediate vectors.
* This must be equivalent to:
*
* (a - b).dot(c)
*
*/
#[inline]
fn sub_dot(&self, b: &Self, c: &Self) -> N;
}
/// Traits of objects having an euclidian norm.
pub trait Norm<N: Algebraic> {
/// Computes the norm of `self`.
#[inline]
fn norm(&self) -> N {
self.sqnorm().sqrt()
}
/// Computes the squared norm of `self`.
///
/// This is usually faster than computing the norm itself.
#[inline]
fn sqnorm(&self) -> N;
/// Gets the normalized version of `self`.
#[inline]
fn normalized(&self) -> Self;
/// In-place version of `normalized`.
#[inline]
fn normalize(&mut self) -> N;
}
/**
* Trait of elements having a cross product.
*/
pub trait Cross<V> {
/// Computes the cross product between two elements (usually vectors).
fn cross(&self, other: &Self) -> V;
}
/// Traits of objects which can be put in homogeneous coordinates form.
pub trait ToHomogeneous<U> {
/// Gets the homogeneous coordinates form of this object.
fn to_homogeneous(&self) -> U;
}
/// Traits of objects which can be build from an homogeneous coordinate form.
pub trait FromHomogeneous<U> {
/// Builds an object from its homogeneous coordinate form.
///
/// Note that this this is not required that `from` is the inverse of `to_homogeneous`.
/// Typically, `from` will remove some informations unrecoverable by `to_homogeneous`.
fn from(&U) -> Self;
}
/**
* Trait of elements having a cross product operation which can be expressed as a matrix.
*/
pub trait CrossMatrix<M> {
/// The matrix associated to any cross product with this vector. I.e. `v.cross(anything)` =
/// `v.cross_matrix().rmul(anything)`.
fn cross_matrix(&self) -> M;
}
/// Composition of a rotation and an absolute value.
///
/// The operation is accessible using the `RotationMatrix`, `Absolute`, and `RMul` traits, but
/// doing so is not easy in generic code as it can be a cause of type over-parametrization.
pub trait AbsoluteRotate<V> {
/// This is the same as:
///
/// ~~~{.rust}
/// self.rotation_matrix().absolute().rmul(v)
/// ~~~
fn absolute_rotate(&self, v: &V) -> V;
}
/// Trait of vectors able to sample a unit sphere.
///
/// The number of sample must be sufficient to approximate a sphere using a support mapping
/// function.
pub trait UniformSphereSample {
/// Iterate through the samples.
fn sample(&fn(Self));
}
/// Various composition of rotation and translation.
///
/// Utilities to make rotations with regard to a point different than the origin. All those
/// operations are the composition of rotations and translations.
///
/// Those operations are automatically implemented in term of the `Rotation` and `Translation`
/// traits.
pub trait RotationWithTranslation<LV: Neg<LV>, AV>: Rotation<AV> + Translation<LV> {
/// Applies a rotation centered on a specific point.
///
/// # Arguments
/// * `m` - the object to be rotated.
/// * `amount` - the rotation to apply.
/// * `point` - the center of rotation.
#[inline]
fn rotated_wrt_point(&self, amount: &AV, center: &LV) -> Self {
let mut res = self.translated(&-center);
res.rotate_by(amount);
res.translate_by(center);
res
}
/// Rotates `self` using a specific center of rotation.
///
/// The rotation is applied in-place.
///
/// # Arguments
/// * `m` - the object to be rotated
/// * `amount` - the rotation to be applied
/// * `center` - the new center of rotation
#[inline]
fn rotate_wrt_point(&mut self, amount: &AV, center: &LV) {
self.translate_by(&-center);
self.rotate_by(amount);
self.translate_by(center);
}
/// Applies a rotation centered on the translation of `m`.
///
/// # Arguments
/// * `m` - the object to be rotated.
/// * `amount` - the rotation to apply.
#[inline]
fn rotated_wrt_center(&self, amount: &AV) -> Self {
self.rotated_wrt_point(amount, &self.translation())
}
/// Applies a rotation centered on the translation of `m`.
///
/// The rotation os applied on-place.
///
/// # Arguments
/// * `m` - the object to be rotated.
/// * `amount` - the rotation to apply.
#[inline]
fn rotate_wrt_center(&mut self, amount: &AV) {
let center = self.translation();
self.rotate_wrt_point(amount, &center)
}
}
impl<LV: Neg<LV>, AV, M: Rotation<AV> + Translation<LV>> RotationWithTranslation<LV, AV> for M;