nalgebra/nalgebra-glm/src/gtx/transform2.rs

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use na::{U2, U3, U4, Matrix3, Matrix4};
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use traits::Number;
use aliases::{Mat, Vec};
/// Build planar projection matrix along normal axis and right-multiply it to `m`.
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pub fn proj2d<N: Number>(m: &Mat<N, U3, U3>, normal: &Vec<N, U2>) -> Mat<N, U3, U3> {
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let mut res = Matrix3::identity();
{
let mut part = res.fixed_slice_mut::<U2, U2>(0, 0);
part -= normal * normal.transpose();
}
m * res
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}
/// Build planar projection matrix along normal axis, and right-multiply it to `m`.
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pub fn proj<N: Number>(m: &Mat<N, U4, U4>, normal: &Vec<N, U3>) -> Mat<N, U4, U4> {
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let mut res = Matrix4::identity();
{
let mut part = res.fixed_slice_mut::<U3, U3>(0, 0);
part -= normal * normal.transpose();
}
m * res
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}
/// Builds a reflection matrix and right-multiply it to `m`.
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pub fn reflect2d<N: Number>(m: &Mat<N, U3, U3>, normal: &Vec<N, U2>) -> Mat<N, U3, U3> {
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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();
}
m * res
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}
/// Builds a reflection matrix, and right-multiply it to `m`.
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pub fn reflect<N: Number>(m: &Mat<N, U4, U4>, normal: &Vec<N, U3>) -> Mat<N, U4, U4> {
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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();
}
m * res
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}
/// Builds a scale-bias matrix.
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pub fn scale_bias_matrix<N: Number>(scale: N, bias: N) -> Mat<N, U4, U4> {
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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,
)
}
/// Builds a scale-bias matrix, and right-multiply it to `m`.
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pub fn scale_bias<N: Number>(m: &Mat<N, U4, U4>, scale: N, bias: N) -> Mat<N, U4, U4> {
m * scale_bias_matrix(scale, bias)
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}
/// Transforms a matrix with a shearing on X axis.
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pub fn shear2d_x<N: Number>(m: &Mat<N, U3, U3>, y: N) -> Mat<N, U3, U3> {
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let _0 = N::zero();
let _1 = N::one();
let shear = Matrix3::new(
_1, y, _0,
_0, _1, _0,
_0, _0, _1
);
m * shear
}
/// Transforms a matrix with a shearing on Y axis.
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pub fn shear_x<N: Number>(m: &Mat<N, U4, U4>, y: N, z: N) -> Mat<N, U4, U4> {
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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
}
/// Transforms a matrix with a shearing on Y axis.
pub fn shear2d_y<N: Number>(m: &Mat<N, U3, U3>, x: N) -> Mat<N, U3, U3> {
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let _0 = N::zero();
let _1 = N::one();
let shear = Matrix3::new(
_1, _0, _0,
x, _1, _0,
_0, _0, _1
);
m * shear
}
/// Transforms a matrix with a shearing on Y axis.
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pub fn shear_y<N: Number>(m: &Mat<N, U4, U4>, x: N, z: N) -> Mat<N, U4, U4> {
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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
}
/// Transforms a matrix with a shearing on Z axis.
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pub fn shear_z<N: Number>(m: &Mat<N, U4, U4>, x: N, y: N) -> Mat<N, U4, U4> {
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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
}