forked from M-Labs/nalgebra
perspective and orthographic functions and options
This commit is contained in:
parent
53632cd1b4
commit
21ecb5a370
@ -12,6 +12,22 @@ categories = [ "science" ]
|
|||||||
keywords = [ "linear", "algebra", "matrix", "vector", "math" ]
|
keywords = [ "linear", "algebra", "matrix", "vector", "math" ]
|
||||||
license = "BSD-3-Clause"
|
license = "BSD-3-Clause"
|
||||||
|
|
||||||
|
[features]
|
||||||
|
|
||||||
|
default = ["opengl_projection"]
|
||||||
|
|
||||||
|
opengl_projection = ["right_hand_default", "negone_to_one_clip_default"]
|
||||||
|
vulkan_projection = ["right_hand_default", "zero_to_one_clip_default", "projection_y_flip"]
|
||||||
|
directx_projection = ["left_hand_default", "zero_to_one_clip_default"]
|
||||||
|
|
||||||
|
projection_y_flip = []
|
||||||
|
|
||||||
|
left_hand_default = []
|
||||||
|
right_hand_default = []
|
||||||
|
|
||||||
|
zero_to_one_clip_default = []
|
||||||
|
negone_to_one_clip_default = []
|
||||||
|
|
||||||
[dependencies]
|
[dependencies]
|
||||||
num-traits = { version = "0.2", default-features = false }
|
num-traits = { version = "0.2", default-features = false }
|
||||||
approx = { version = "0.3", default-features = false }
|
approx = { version = "0.3", default-features = false }
|
||||||
|
File diff suppressed because it is too large
Load Diff
@ -24,7 +24,8 @@ pub fn pick_matrix<N: Real>(center: &TVec2<N>, delta: &TVec2<N>, viewport: &TVec
|
|||||||
))
|
))
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Map the specified object coordinates `(obj.x, obj.y, obj.z)` into window coordinates using OpenGL near and far clip planes definition.
|
/// Map the specified object coordinates `(obj.x, obj.y, obj.z)` into window coordinates using
|
||||||
|
/// the default configured depth range
|
||||||
///
|
///
|
||||||
/// # Parameters:
|
/// # Parameters:
|
||||||
///
|
///
|
||||||
@ -33,6 +34,15 @@ pub fn pick_matrix<N: Real>(center: &TVec2<N>, delta: &TVec2<N>, viewport: &TVec
|
|||||||
/// * `proj` - Specifies the current projection matrix.
|
/// * `proj` - Specifies the current projection matrix.
|
||||||
/// * `viewport` - Specifies the current viewport.
|
/// * `viewport` - Specifies the current viewport.
|
||||||
///
|
///
|
||||||
|
/// # Compile Options
|
||||||
|
///
|
||||||
|
/// There are 2 compile options that change the behaviour of the function:
|
||||||
|
/// 1. zero_to_one_clip_default/negone_to_one_clip_default
|
||||||
|
///
|
||||||
|
/// ##### zero_to_one_clip_default/negone_to_one_clip_default
|
||||||
|
/// Depending on which option is set the function will return a point un-projected with the depth
|
||||||
|
/// range of either 0 to 1 or -1 to 1
|
||||||
|
///
|
||||||
/// # See also:
|
/// # See also:
|
||||||
///
|
///
|
||||||
/// * [`project_no`](fn.project_no.html)
|
/// * [`project_no`](fn.project_no.html)
|
||||||
@ -47,7 +57,13 @@ pub fn project<N: Real>(
|
|||||||
viewport: TVec4<N>,
|
viewport: TVec4<N>,
|
||||||
) -> TVec3<N>
|
) -> TVec3<N>
|
||||||
{
|
{
|
||||||
|
if cfg!(feature="negone_to_one_clip_default") {
|
||||||
project_no(obj, model, proj, viewport)
|
project_no(obj, model, proj, viewport)
|
||||||
|
} else if cfg!(feature="zero_to_one_clip_default") {
|
||||||
|
project_zo(obj, model, proj, viewport)
|
||||||
|
} else {
|
||||||
|
unimplemented!()
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
|
/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
|
||||||
@ -114,7 +130,8 @@ pub fn project_zo<N: Real>(
|
|||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using OpenGL near and far clip planes definition.
|
/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using the
|
||||||
|
/// default configured depth range
|
||||||
///
|
///
|
||||||
/// # Parameters:
|
/// # Parameters:
|
||||||
///
|
///
|
||||||
@ -123,6 +140,15 @@ pub fn project_zo<N: Real>(
|
|||||||
/// * `proj` - Specifies the current projection matrix.
|
/// * `proj` - Specifies the current projection matrix.
|
||||||
/// * `viewport` - Specifies the current viewport.
|
/// * `viewport` - Specifies the current viewport.
|
||||||
///
|
///
|
||||||
|
/// # Compile Options
|
||||||
|
///
|
||||||
|
/// There are 2 compile options that change the behaviour of the function:
|
||||||
|
/// 1. zero_to_one_clip_default/negone_to_one_clip_default
|
||||||
|
///
|
||||||
|
/// ##### zero_to_one_clip_default/negone_to_one_clip_default
|
||||||
|
/// Depending on which option is set the function will return a point un-projected with the depth
|
||||||
|
/// range of either 0 to 1 or -1 to 1
|
||||||
|
///
|
||||||
/// # See also:
|
/// # See also:
|
||||||
///
|
///
|
||||||
/// * [`project`](fn.project.html)
|
/// * [`project`](fn.project.html)
|
||||||
@ -137,7 +163,13 @@ pub fn unproject<N: Real>(
|
|||||||
viewport: TVec4<N>,
|
viewport: TVec4<N>,
|
||||||
) -> TVec3<N>
|
) -> TVec3<N>
|
||||||
{
|
{
|
||||||
|
if cfg!(feature="negone_to_one_clip_default") {
|
||||||
unproject_no(win, model, proj, viewport)
|
unproject_no(win, model, proj, viewport)
|
||||||
|
} else if cfg!(feature="zero_to_one_clip_default") {
|
||||||
|
unproject_zo(win, model, proj, viewport)
|
||||||
|
} else {
|
||||||
|
unimplemented!()
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
|
/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
|
||||||
|
@ -9,6 +9,8 @@ where DefaultAllocator: Alloc<N, D, D> {
|
|||||||
TMat::<N, D, D>::identity()
|
TMat::<N, D, D>::identity()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Build a look at view matrix with a handedness based on the defaults configured for the library
|
||||||
|
/// at compile time.
|
||||||
/// Build a look at view matrix based on the right handedness.
|
/// Build a look at view matrix based on the right handedness.
|
||||||
///
|
///
|
||||||
/// # Parameters:
|
/// # Parameters:
|
||||||
@ -17,12 +19,27 @@ where DefaultAllocator: Alloc<N, D, D> {
|
|||||||
/// * `center` − Position where the camera is looking at.
|
/// * `center` − Position where the camera is looking at.
|
||||||
/// * `u` − Normalized up vector, how the camera is oriented. Typically `(0, 1, 0)`.
|
/// * `u` − Normalized up vector, how the camera is oriented. Typically `(0, 1, 0)`.
|
||||||
///
|
///
|
||||||
|
/// # Compile Options
|
||||||
|
///
|
||||||
|
/// There is 1 compile option that changes the behaviour of the function:
|
||||||
|
/// 1. left_hand_default/right_hand_default
|
||||||
|
///
|
||||||
|
/// #### left_hand_default/right_hand_default
|
||||||
|
/// Depending on which option is set the function will return either a left hand or a right
|
||||||
|
/// hand matrix. It switches between using look_at_lh and look_at_rh.
|
||||||
|
///
|
||||||
/// # See also:
|
/// # See also:
|
||||||
///
|
///
|
||||||
/// * [`look_at_lh`](fn.look_at_lh.html)
|
/// * [`look_at_lh`](fn.look_at_lh.html)
|
||||||
/// * [`look_at_rh`](fn.look_at_rh.html)
|
/// * [`look_at_rh`](fn.look_at_rh.html)
|
||||||
pub fn look_at<N: Real>(eye: &TVec3<N>, center: &TVec3<N>, up: &TVec3<N>) -> TMat4<N> {
|
pub fn look_at<N: Real>(eye: &TVec3<N>, center: &TVec3<N>, up: &TVec3<N>) -> TMat4<N> {
|
||||||
|
if cfg!(feature="right_hand_default") {
|
||||||
look_at_rh(eye, center, up)
|
look_at_rh(eye, center, up)
|
||||||
|
} else if cfg!(feature="left_hand_default") {
|
||||||
|
look_at_lh(eye, center, up)
|
||||||
|
} else {
|
||||||
|
unimplemented!()
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Build a left handed look at view matrix.
|
/// Build a left handed look at view matrix.
|
||||||
|
@ -1,6 +1,16 @@
|
|||||||
//! (Reexported) Additional features not specified by GLSL specification
|
//! (Reexported) Additional features not specified by GLSL specification
|
||||||
|
|
||||||
pub use self::matrix_clip_space::{ortho, perspective};
|
pub use self::matrix_clip_space::{
|
||||||
|
ortho, ortho_lh, ortho_lh_no, ortho_lh_zo, ortho_no, ortho_rh, ortho_rh_no, ortho_rh_zo,
|
||||||
|
ortho_zo,
|
||||||
|
|
||||||
|
perspective, perspective_lh, perspective_lh_no, perspective_lh_zo, perspective_no,
|
||||||
|
perspective_rh, perspective_rh_no, perspective_rh_zo, perspective_zo,
|
||||||
|
|
||||||
|
perspective_fov, perspective_fov_lh,perspective_fov_lh_no, perspective_fov_lh_zo,
|
||||||
|
perspective_fov_no, perspective_fov_rh, perspective_fov_rh_no, perspective_fov_rh_zo,
|
||||||
|
perspective_fov_zo,
|
||||||
|
};
|
||||||
pub use self::matrix_projection::{
|
pub use self::matrix_projection::{
|
||||||
pick_matrix, project, project_no, project_zo, unproject, unproject_no, unproject_zo,
|
pick_matrix, project, project_no, project_zo, unproject, unproject_no, unproject_zo,
|
||||||
};
|
};
|
||||||
|
@ -5,7 +5,7 @@ use aliases::{Qua, TMat4, TVec, TVec3};
|
|||||||
/// Euler angles of the quaternion `q` as (pitch, yaw, roll).
|
/// Euler angles of the quaternion `q` as (pitch, yaw, roll).
|
||||||
pub fn quat_euler_angles<N: Real>(x: &Qua<N>) -> TVec3<N> {
|
pub fn quat_euler_angles<N: Real>(x: &Qua<N>) -> TVec3<N> {
|
||||||
let q = UnitQuaternion::new_unchecked(*x);
|
let q = UnitQuaternion::new_unchecked(*x);
|
||||||
let a = q.to_euler_angles();
|
let a = q.euler_angles();
|
||||||
TVec3::new(a.2, a.1, a.0)
|
TVec3::new(a.2, a.1, a.0)
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -34,9 +34,30 @@ pub fn quat_cast<N: Real>(x: &Qua<N>) -> TMat4<N> {
|
|||||||
::quat_to_mat4(x)
|
::quat_to_mat4(x)
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Computes a right-handed look-at quaternion (equivalent to a right-handed look-at matrix).
|
/// Computes a look-at quaternion based on the defaults configured for the library at build time
|
||||||
|
///
|
||||||
|
/// # Parameters
|
||||||
|
///
|
||||||
|
/// * `direction` - Direction vector point at where to look
|
||||||
|
/// * `up` - Object up vector
|
||||||
|
///
|
||||||
|
/// # Compile Options
|
||||||
|
///
|
||||||
|
/// There is 1 compile option that changes the behaviour of the function:
|
||||||
|
/// 1. left_hand_default/right_hand_default
|
||||||
|
///
|
||||||
|
/// ##### left_hand_default/right_hand_default
|
||||||
|
/// Depending on which option is set the function will return either a left hand or a right
|
||||||
|
/// hand look at quaternion.
|
||||||
|
///
|
||||||
pub fn quat_look_at<N: Real>(direction: &TVec3<N>, up: &TVec3<N>) -> Qua<N> {
|
pub fn quat_look_at<N: Real>(direction: &TVec3<N>, up: &TVec3<N>) -> Qua<N> {
|
||||||
|
if cfg!(feature="right_hand_default") {
|
||||||
quat_look_at_rh(direction, up)
|
quat_look_at_rh(direction, up)
|
||||||
|
} else if cfg!(feature="left_hand_default") {
|
||||||
|
quat_look_at_lh(direction, up)
|
||||||
|
} else {
|
||||||
|
unimplemented!()
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Computes a left-handed look-at quaternion (equivalent to a left-handed look-at matrix).
|
/// Computes a left-handed look-at quaternion (equivalent to a left-handed look-at matrix).
|
||||||
|
@ -142,12 +142,17 @@ pub use ext::{
|
|||||||
epsilon, equal_columns, equal_columns_eps, equal_columns_eps_vec, equal_eps, equal_eps_vec,
|
epsilon, equal_columns, equal_columns_eps, equal_columns_eps_vec, equal_eps, equal_eps_vec,
|
||||||
identity, look_at, look_at_lh, look_at_rh, max, max2, max3, max3_scalar, max4, max4_scalar,
|
identity, look_at, look_at_lh, look_at_rh, max, max2, max3, max3_scalar, max4, max4_scalar,
|
||||||
min, min2, min3, min3_scalar, min4, min4_scalar, not_equal_columns, not_equal_columns_eps,
|
min, min2, min3, min3_scalar, min4, min4_scalar, not_equal_columns, not_equal_columns_eps,
|
||||||
not_equal_columns_eps_vec, not_equal_eps, not_equal_eps_vec, ortho, perspective, pi,
|
not_equal_columns_eps_vec, not_equal_eps, not_equal_eps_vec, ortho, perspective, perspective_fov,
|
||||||
pick_matrix, project, project_no, project_zo, quat_angle, quat_angle_axis, quat_axis,
|
perspective_fov_lh,perspective_fov_lh_no, perspective_fov_lh_zo, perspective_fov_no,
|
||||||
quat_conjugate, quat_cross, quat_dot, quat_equal, quat_equal_eps, quat_exp, quat_inverse,
|
perspective_fov_rh, perspective_fov_rh_no, perspective_fov_rh_zo, perspective_fov_zo,
|
||||||
quat_length, quat_lerp, quat_log, quat_magnitude, quat_normalize, quat_not_equal,
|
perspective_lh, perspective_lh_no, perspective_lh_zo, perspective_no, perspective_rh,
|
||||||
quat_not_equal_eps, quat_pow, quat_rotate, quat_slerp, rotate, rotate_x, rotate_y, rotate_z,
|
perspective_rh_no, perspective_rh_zo, perspective_zo, ortho_lh, ortho_lh_no, ortho_lh_zo,
|
||||||
scale, translate, unproject, unproject_no, unproject_zo,
|
ortho_no, ortho_rh, ortho_rh_no, ortho_rh_zo, ortho_zo, pi, pick_matrix, project, project_no,
|
||||||
|
project_zo, quat_angle, quat_angle_axis, quat_axis, quat_conjugate, quat_cross, quat_dot,
|
||||||
|
quat_equal, quat_equal_eps, quat_exp, quat_inverse, quat_length, quat_lerp, quat_log,
|
||||||
|
quat_magnitude, quat_normalize, quat_not_equal, quat_not_equal_eps, quat_pow, quat_rotate,
|
||||||
|
quat_slerp, rotate, rotate_x, rotate_y, rotate_z, scale, translate, unproject, unproject_no,
|
||||||
|
unproject_zo,
|
||||||
};
|
};
|
||||||
pub use gtc::{
|
pub use gtc::{
|
||||||
affine_inverse, column, e, euler, four_over_pi, golden_ratio, half_pi, inverse_transpose,
|
affine_inverse, column, e, euler, four_over_pi, golden_ratio, half_pi, inverse_transpose,
|
||||||
|
Loading…
Reference in New Issue
Block a user