#[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 Similarity where R: AlgaRotation>, DefaultAllocator: Allocator { /// Creates a new identity similarity. #[inline] pub fn identity() -> Self { Self::from_isometry(Isometry::identity(), N::one()) } } impl One for Similarity where R: AlgaRotation>, DefaultAllocator: Allocator { /// Creates a new identity similarity. #[inline] fn one() -> Self { Self::identity() } } impl Rand for Similarity where R: AlgaRotation> + Rand, DefaultAllocator: Allocator { #[inline] fn rand(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 Similarity where R: AlgaRotation>, DefaultAllocator: Allocator { /// 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, 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 Arbitrary for Similarity where N: Real + Arbitrary + Send, R: AlgaRotation> + Arbitrary + Send, DefaultAllocator: Allocator, Owned: Send { #[inline] fn arbitrary(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 Similarity> { /// Creates a new similarity from a translation and a rotation angle. #[inline] pub fn new(translation: Vector2, angle: N, scaling: N) -> Self { Self::from_parts(Translation::from_vector(translation), Rotation2::new(angle), scaling) } } impl Similarity> { /// Creates a new similarity from a translation and a rotation angle. #[inline] pub fn new(translation: Vector2, angle: N, scaling: N) -> Self { Self::from_parts(Translation::from_vector(translation), UnitComplex::new(angle), scaling) } } // 3D rotation. macro_rules! similarity_construction_impl( ($Rot: ty) => { impl Similarity { /// Creates a new similarity from a translation, rotation axis-angle, and scaling /// factor. #[inline] pub fn new(translation: Vector3, axisangle: Vector3, 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, target: &Point3, up: &Vector3, 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, target: &Point3, up: &Vector3, 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, target: &Point3, up: &Vector3, scaling: N) -> Self { Self::from_isometry(Isometry::<_, _, $Rot>::look_at_lh(eye, target, up), scaling) } } } ); similarity_construction_impl!(Rotation3); similarity_construction_impl!(UnitQuaternion);