//! Traits of operations having a well-known or explicit geometric meaning. use traits::structure::{BaseFloat, Mat}; /// Trait of object which represent a translation, and to wich new translation /// can be appended. pub trait Translation { // 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; /// Appends a translation to this object. fn append_translation(&mut self, &V); /// Appends the translation `amount` to a copy of `t`. fn append_translation_cpy(t: &Self, amount: &V) -> Self; /// Prepends a translation to this object. fn prepend_translation(&mut self, &V); /// Prepends the translation `amount` to a copy of `t`. fn prepend_translation_cpy(t: &Self, amount: &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 { /// 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 { /// Gets the rotation associated with `self`. fn rotation(&self) -> V; /// Gets the inverse rotation associated with `self`. fn inv_rotation(&self) -> V; /// Appends a rotation to this object. fn append_rotation(&mut self, &V); /// Appends the rotation `amount` to a copy of `t`. fn append_rotation_cpy(t: &Self, amount: &V) -> Self; /// Prepends a rotation to this object. fn prepend_rotation(&mut self, &V); /// Prepends the rotation `amount` to a copy of `t`. fn prepend_rotation_cpy(t: &Self, amount: &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 { /// Applies a rotation to `v`. fn rotate(&self, v: &V) -> V; /// Applies an inverse rotation to `v`. fn inv_rotate(&self, v: &V) -> V; } /// 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, AV>: Rotation + Translation { /// Applies a rotation centered on a specific point. /// /// # Arguments /// * `t` - the object to be rotated. /// * `amount` - the rotation to apply. /// * `point` - the center of rotation. #[inline] fn append_rotation_wrt_point_cpy(t: &Self, amount: &AV, center: &LV) -> Self { let mut res = Translation::append_translation_cpy(t, &-*center); res.append_rotation(amount); res.append_translation(center); res } /// Rotates `self` using a specific center of rotation. /// /// The rotation is applied in-place. /// /// # Arguments /// * `amount` - the rotation to be applied /// * `center` - the new center of rotation #[inline] fn append_rotation_wrt_point(&mut self, amount: &AV, center: &LV) { self.append_translation(&-*center); self.append_rotation(amount); self.append_translation(center); } /// Applies a rotation centered on the translation of `m`. /// /// # Arguments /// * `t` - the object to be rotated. /// * `amount` - the rotation to apply. #[inline] fn append_rotation_wrt_center_cpy(t: &Self, amount: &AV) -> Self { RotationWithTranslation::append_rotation_wrt_point_cpy(t, amount, &t.translation()) } /// Applies a rotation centered on the translation of `m`. /// /// The rotation os applied on-place. /// /// # Arguments /// * `amount` - the rotation to apply. #[inline] fn append_rotation_wrt_center(&mut self, amount: &AV) { let center = self.translation(); self.append_rotation_wrt_point(amount, ¢er) } } impl, AV, M: Rotation + Translation> RotationWithTranslation for M { } /// 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 + Rotation> : Rotation { /// Gets the rotation matrix represented by `self`. fn to_rot_mat(&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 { /// This is the same as: /// /// ```.ignore /// self.rotation_matrix().absolute().rmul(v) /// ``` fn absolute_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 { /// Gets the transformation of `self`. fn transformation(&self) -> M; /// Gets the inverse transformation of `self`. fn inv_transformation(&self) -> M; /// Appends a transformation to this object. fn append_transformation(&mut self, &M); /// Appends the transformation `amount` to a copy of `t`. fn append_transformation_cpy(t: &Self, amount: &M) -> Self; /// Prepends a transformation to this object. fn prepend_transformation(&mut self, &M); /// Prepends the transformation `amount` to a copy of `t`. fn prepend_transformation_cpy(t: &Self, amount: &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 { /// Applies a transformation to `v`. fn transform(&self, &V) -> V; /// Applies an inverse transformation to `v`. fn inv_transform(&self, &V) -> V; } /// Traits of objects having a dot product. pub trait Dot { /// Computes the dot (inner) product of two vectors. #[inline] fn dot(&Self, &Self) -> N; } /// Traits of objects having an euclidian norm. pub trait Norm { /// Computes the norm of `self`. #[inline] fn norm(v: &Self) -> N { Norm::sqnorm(v).sqrt() } /// Computes the squared norm of `self`. /// /// This is usually faster than computing the norm itself. fn sqnorm(&Self) -> N; /// Gets the normalized version of a copy of `v`. fn normalize_cpy(v: &Self) -> Self; /// Normalizes `self`. fn normalize(&mut self) -> N; } /** * Trait of elements having a cross product. */ pub trait Cross { /// Computes the cross product between two elements (usually vectors). fn cross(&Self, other: &Self) -> V; } /** * Trait of elements having a cross product operation which can be expressed as a matrix. */ pub trait CrossMatrix { /// 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; } /// Traits of objects which can be put in homogeneous coordinates form. pub trait ToHomogeneous { /// 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 { /// 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 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(|Self| -> ()); } /// The zero element of a vector space, seen as an element of its embeding affine space. // XXX: once associated types are suported, move this to the `AnyPnt` trait. pub trait Orig { /// The trivial origin. fn orig() -> Self; /// Returns true if this points is exactly the trivial origin. fn is_orig(&self) -> bool; }