nalgebra/src/geometry/similarity_construction.rs

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#[cfg(feature = "arbitrary")]
use quickcheck::{Arbitrary, Gen};
#[cfg(feature = "arbitrary")]
use core::storage::Owned;
use num::One;
use rand::{Rng, Rand};
use alga::general::Real;
use alga::linear::Rotation as AlgaRotation;
use core::{DefaultAllocator, Vector2, Vector3};
use core::dimension::{DimName, U2, U3};
use core::allocator::Allocator;
use geometry::{Point, Translation, Similarity, UnitComplex, UnitQuaternion, Isometry,
Point3, Rotation2, Rotation3};
impl<N: Real, D: DimName, R> Similarity<N, D, R>
where R: AlgaRotation<Point<N, D>>,
DefaultAllocator: Allocator<N, D> {
/// Creates a new identity similarity.
#[inline]
pub fn identity() -> Self {
Self::from_isometry(Isometry::identity(), N::one())
}
}
impl<N: Real, D: DimName, R> One for Similarity<N, D, R>
where R: AlgaRotation<Point<N, D>>,
DefaultAllocator: Allocator<N, D> {
/// Creates a new identity similarity.
#[inline]
fn one() -> Self {
Self::identity()
}
}
impl<N: Real + Rand, D: DimName, R> Rand for Similarity<N, D, R>
where R: AlgaRotation<Point<N, D>> + Rand,
DefaultAllocator: Allocator<N, D> {
#[inline]
fn rand<G: Rng>(rng: &mut G) -> Self {
let mut s = rng.gen();
while relative_eq!(s, N::zero()) {
s = rng.gen()
}
Self::from_isometry(rng.gen(), s)
}
}
impl<N: Real, D: DimName, R> Similarity<N, D, R>
where R: AlgaRotation<Point<N, D>>,
DefaultAllocator: Allocator<N, D> {
/// The similarity that applies tha scaling factor `scaling`, followed by the rotation `r` with
/// its axis passing through the point `p`.
#[inline]
pub fn rotation_wrt_point(r: R, p: Point<N, D>, scaling: N) -> Self {
let shift = r.transform_vector(&-&p.coords);
Self::from_parts(Translation::from_vector(shift + p.coords), r, scaling)
}
}
#[cfg(feature = "arbitrary")]
impl<N, D: DimName, R> Arbitrary for Similarity<N, D, R>
where N: Real + Arbitrary + Send,
R: AlgaRotation<Point<N, D>> + Arbitrary + Send,
DefaultAllocator: Allocator<N, D>,
Owned<N, D>: Send {
#[inline]
fn arbitrary<G: Gen>(rng: &mut G) -> Self {
let mut s = Arbitrary::arbitrary(rng);
while relative_eq!(s, N::zero()) {
s = Arbitrary::arbitrary(rng)
}
Self::from_isometry(Arbitrary::arbitrary(rng), s)
}
}
/*
*
* Constructors for various static dimensions.
*
*/
// 2D rotation.
impl<N: Real> Similarity<N, U2, Rotation2<N>> {
/// Creates a new similarity from a translation and a rotation angle.
#[inline]
pub fn new(translation: Vector2<N>, angle: N, scaling: N) -> Self {
Self::from_parts(Translation::from_vector(translation), Rotation2::new(angle), scaling)
}
}
impl<N: Real> Similarity<N, U2, UnitComplex<N>> {
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/// Creates a new similarity from a translation and a rotation angle.
#[inline]
pub fn new(translation: Vector2<N>, angle: N, scaling: N) -> Self {
Self::from_parts(Translation::from_vector(translation), UnitComplex::new(angle), scaling)
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}
}
// 3D rotation.
macro_rules! similarity_construction_impl(
($Rot: ty) => {
impl<N: Real> Similarity<N, U3, $Rot> {
/// Creates a new similarity from a translation, rotation axis-angle, and scaling
/// factor.
#[inline]
pub fn new(translation: Vector3<N>, axisangle: Vector3<N>, scaling: N) -> Self {
Self::from_isometry(Isometry::<_, U3, $Rot>::new(translation, axisangle), scaling)
}
/// Creates an similarity that corresponds to the a scaling factor and a local frame of
/// an observer standing at the point `eye` and looking toward `target`.
///
/// It maps the view direction `target - eye` to the positive `z` axis and the origin to the
/// `eye`.
///
/// # Arguments
/// * eye - The observer position.
/// * target - The target position.
/// * up - Vertical direction. The only requirement of this parameter is to not be collinear
/// to `eye - at`. Non-collinearity is not checked.
#[inline]
pub fn new_observer_frame(eye: &Point3<N>,
target: &Point3<N>,
up: &Vector3<N>,
scaling: N)
-> Self {
Self::from_isometry(Isometry::<_, U3, $Rot>::new_observer_frame(eye, target, up), scaling)
}
/// Builds a right-handed look-at view matrix including scaling factor.
///
/// This conforms to the common notion of right handed look-at matrix from the computer
/// graphics community.
///
/// # Arguments
/// * eye - The eye position.
/// * target - The target position.
/// * up - A vector approximately aligned with required the vertical axis. The only
/// requirement of this parameter is to not be collinear to `target - eye`.
#[inline]
pub fn look_at_rh(eye: &Point3<N>,
target: &Point3<N>,
up: &Vector3<N>,
scaling: N)
-> Self {
Self::from_isometry(Isometry::<_, U3, $Rot>::look_at_rh(eye, target, up), scaling)
}
/// Builds a left-handed look-at view matrix including a scaling factor.
///
/// This conforms to the common notion of left handed look-at matrix from the computer
/// graphics community.
///
/// # Arguments
/// * eye - The eye position.
/// * target - The target position.
/// * up - A vector approximately aligned with required the vertical axis. The only
/// requirement of this parameter is to not be collinear to `target - eye`.
#[inline]
pub fn look_at_lh(eye: &Point3<N>,
target: &Point3<N>,
up: &Vector3<N>,
scaling: N)
-> Self {
Self::from_isometry(Isometry::<_, _, $Rot>::look_at_lh(eye, target, up), scaling)
}
}
}
);
similarity_construction_impl!(Rotation3<N>);
similarity_construction_impl!(UnitQuaternion<N>);