nalgebra/nalgebra-glm/src/gtx_transform2.rs

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2018-09-21 04:12:26 +08:00
use na::{self, U2, U3, U4, Matrix3, Matrix4};
use traits::Number;
use aliases::{Mat, Vec};
pub fn proj2D<N: Number>(m: &Mat<N, U3, U3>, normal: &Vec<N, U2>) -> Mat<N, U3, U3> {
let mut res = Matrix3::identity();
{
let mut part = res.fixed_slice_mut::<U2, U2>(0, 0);
part -= normal * normal.transpose();
}
res
}
pub fn proj3D<N: Number>(m: &Mat<N, U4, U4>, normal: &Vec<N, U3>) -> Mat<N, U4, U4> {
let mut res = Matrix4::identity();
{
let mut part = res.fixed_slice_mut::<U3, U3>(0, 0);
part -= normal * normal.transpose();
}
res
}
pub fn reflect2D<N: Number>(m: &Mat<N, U3, U3>, normal: &Vec<N, U2>) -> Mat<N, U3, U3> {
let mut res = Matrix3::identity();
{
let mut part = res.fixed_slice_mut::<U2, U2>(0, 0);
part -= (normal * N::from_f64(2.0).unwrap()) * normal.transpose();
}
res
}
pub fn reflect3D<N: Number>(m: &Mat<N, U4, U4>, normal: &Vec<N, U3>) -> Mat<N, U4, U4> {
let mut res = Matrix4::identity();
{
let mut part = res.fixed_slice_mut::<U3, U3>(0, 0);
part -= (normal * N::from_f64(2.0).unwrap()) * normal.transpose();
}
res
}
pub fn scaleBias<N: Number>(scale: N, bias: N) -> Mat<N, U4, U4> {
let _0 = N::zero();
let _1 = N::one();
Matrix4::new(
scale, _0, _0, bias,
_0, scale, _0, bias,
_0, _0, scale, bias,
_0, _0, _0, _1,
)
}
pub fn scaleBias2<N: Number>(m: &Mat<N, U4, U4>, scale: N, bias: N) -> Mat<N, U4, U4> {
m * scaleBias(scale, bias)
}
pub fn shearX2D<N: Number>(m: &Mat<N, U3, U3>, y: N) -> Mat<N, U3, U3> {
let _0 = N::zero();
let _1 = N::one();
let shear = Matrix3::new(
_1, y, _0,
_0, _1, _0,
_0, _0, _1
);
m * shear
}
pub fn shearX3D<N: Number>(m: &Mat<N, U4, U4>, y: N, z: N) -> Mat<N, U4, U4> {
let _0 = N::zero();
let _1 = N::one();
let shear = Matrix4::new(
_1, _0, _0, _0,
y, _1, _0, _0,
z, _0, _1, _0,
_0, _0, _0, _1,
);
m * shear
}
pub fn shearY2D<N: Number>(m: &Mat<N, U3, U3>, x: N) -> Mat<N, U3, U3> {
let _0 = N::zero();
let _1 = N::one();
let shear = Matrix3::new(
_1, _0, _0,
x, _1, _0,
_0, _0, _1
);
m * shear
}
pub fn shearY3D<N: Number>(m: &Mat<N, U4, U4>, x: N, z: N) -> Mat<N, U4, U4> {
let _0 = N::zero();
let _1 = N::one();
let shear = Matrix4::new(
_1, x, _0, _0,
_0, _1, _0, _0,
_0, z, _1, _0,
_0, _0, _0, _1,
);
m * shear
}
pub fn shearZ3D<N: Number>(m: &Mat<N, U4, U4>, x: N, y: N) -> Mat<N, U4, U4> {
let _0 = N::zero();
let _1 = N::one();
let shear = Matrix4::new(
_1, _0, x, _0,
_0, _1, y, _0,
_0, _0, _1, _0,
_0, _0, _0, _1,
);
m * shear
}