forked from M-Labs/nalgebra
122 lines
5.5 KiB
Rust
122 lines
5.5 KiB
Rust
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use na::{self, Real, U2, U3, U4, Vector3, Vector4, Matrix4};
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use aliases::{Mat, Vec};
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/// Define a picking region.
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///
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/// # Parameters
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/// * `center`: Specify the center of a picking region in window coordinates.
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// * `delta`: Specify the width and height, respectively, of the picking region in window coordinates.
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// * `viewport`: Rendering viewport
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pub fn pick_matrix<N: Real>(center: &Vec<N, U2>, delta: &Vec<N, U2>, viewport: &Vec<N, U4>) -> Mat<N, U4, U4> {
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let shift = Vector3::new(
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(viewport.z - (center.x - viewport.x) * na::convert(2.0)) / delta.x,
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(viewport.w - (center.y - viewport.y) * na::convert(2.0)) / delta.y,
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N::zero()
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);
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let result = Matrix4::new_translation(&shift);
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result.prepend_nonuniform_scaling(&Vector3::new(viewport.z / delta.x, viewport.w / delta.y, N::one()))
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}
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/// Map the specified object coordinates `(obj.x, obj.y, obj.z)` into window coordinates using OpenGL near and far clip planes definition.
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///
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/// # Parameters
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/// * `obj`: Specify the object coordinates.
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/// * `model`: Specifies the current modelview matrix.
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/// * `proj`: Specifies the current projection matrix.
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/// * `viewport`: Specifies the current viewport.
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pub fn project<N: Real>(obj: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
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project_no(obj, model, proj, viewport)
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}
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/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
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///
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// # Parameters
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/// * `obj`: Specify the object coordinates.
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/// * `model`: Specifies the current modelview matrix.
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/// * `proj`: Specifies the current projection matrix.
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/// * `viewport`: Specifies the current viewport.
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pub fn project_no<N: Real>(obj: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
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let proj = project_zo(obj, model, proj, viewport);
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Vector3::new(proj.x, proj.y, proj.z * na::convert(0.5) + na::convert(0.5))
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}
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/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
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///
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// # Parameters
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/// * `obj`: Specify the object coordinates.
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/// * `model`: Specifies the current modelview matrix.
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/// * `proj`: Specifies the current projection matrix.
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/// * `viewport`: Specifies the current viewport.
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pub fn project_zo<N: Real>(obj: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
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let normalized = proj * model * Vector4::new(obj.x, obj.y, obj.z, N::one());
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let scale = N::one() / normalized.w;
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Vector3::new(
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viewport.x + (viewport.z * (normalized.x * scale + N::one()) * na::convert(0.5)),
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viewport.y + (viewport.w * (normalized.y * scale + N::one()) * na::convert(0.5)),
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normalized.z * scale,
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)
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}
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/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using OpengGL near and far clip planes definition.
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///
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/// # Parameters
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/// * `obj`: Specify the window coordinates to be mapped.
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/// * `model`: Specifies the current modelview matrix.
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/// * `proj`: Specifies the current projection matrix.
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/// * `viewport`: Specifies the current viewport.
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pub fn unproject<N: Real>(win: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
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unproject_no(win, model, proj, viewport)
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}
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/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
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///
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// # Parameters
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/// * `obj`: Specify the window coordinates to be mapped.
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/// * `model`: Specifies the current modelview matrix.
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/// * `proj`: Specifies the current projection matrix.
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/// * `viewport`: Specifies the current viewport.
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pub fn unproject_no<N: Real>(win: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
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let _2: N = na::convert(2.0);
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let transform = (proj * model).try_inverse().unwrap_or(Matrix4::zeros());
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let pt = Vector4::new(
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_2 * (win.x - viewport.x) / viewport.z - N::one(),
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_2 * (win.y - viewport.y) / viewport.w - N::one(),
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_2 * win.z - N::one(),
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N::one(),
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);
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let result = transform * pt;
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result.fixed_rows::<U3>(0) / result.w
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}
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/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
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///
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// # Parameters
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/// * `obj`: Specify the window coordinates to be mapped.
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/// * `model`: Specifies the current modelview matrix.
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/// * `proj`: Specifies the current projection matrix.
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/// * `viewport`: Specifies the current viewport.
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pub fn unproject_zo<N: Real>(win: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
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let _2: N = na::convert(2.0);
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let transform = (proj * model).try_inverse().unwrap_or(Matrix4::zeros());
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let pt = Vector4::new(
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_2 * (win.x - viewport.x) / viewport.z - N::one(),
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_2 * (win.y - viewport.y) / viewport.w - N::one(),
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win.z,
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N::one(),
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);
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let result = transform * pt;
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result.fixed_rows::<U3>(0) / result.w
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}
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