forked from M-Labs/nalgebra
197 lines
6.6 KiB
Rust
197 lines
6.6 KiB
Rust
#[cfg(feature = "arbitrary")]
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use quickcheck::{Arbitrary, Gen};
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#[cfg(feature = "arbitrary")]
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use core::storage::Owned;
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use num::One;
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use rand::{Rand, Rng};
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use alga::general::Real;
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use alga::linear::Rotation as AlgaRotation;
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use core::{DefaultAllocator, Vector2, Vector3};
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use core::dimension::{DimName, U2, U3};
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use core::allocator::Allocator;
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use geometry::{Isometry, Point, Point3, Rotation2, Rotation3, Similarity, Translation,
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UnitComplex, UnitQuaternion};
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impl<N: Real, D: DimName, R> Similarity<N, D, R>
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where
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R: AlgaRotation<Point<N, D>>,
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DefaultAllocator: Allocator<N, D>,
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{
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/// Creates a new identity similarity.
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#[inline]
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pub fn identity() -> Self {
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Self::from_isometry(Isometry::identity(), N::one())
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}
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}
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impl<N: Real, D: DimName, R> One for Similarity<N, D, R>
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where
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R: AlgaRotation<Point<N, D>>,
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DefaultAllocator: Allocator<N, D>,
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{
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/// Creates a new identity similarity.
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#[inline]
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fn one() -> Self {
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Self::identity()
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}
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}
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impl<N: Real + Rand, D: DimName, R> Rand for Similarity<N, D, R>
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where
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R: AlgaRotation<Point<N, D>> + Rand,
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DefaultAllocator: Allocator<N, D>,
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{
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#[inline]
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fn rand<G: Rng>(rng: &mut G) -> Self {
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let mut s = rng.gen();
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while relative_eq!(s, N::zero()) {
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s = rng.gen()
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}
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Self::from_isometry(rng.gen(), s)
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}
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}
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impl<N: Real, D: DimName, R> Similarity<N, D, R>
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where
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R: AlgaRotation<Point<N, D>>,
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DefaultAllocator: Allocator<N, D>,
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{
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/// The similarity that applies tha scaling factor `scaling`, followed by the rotation `r` with
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/// its axis passing through the point `p`.
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#[inline]
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pub fn rotation_wrt_point(r: R, p: Point<N, D>, scaling: N) -> Self {
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let shift = r.transform_vector(&-&p.coords);
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Self::from_parts(Translation::from_vector(shift + p.coords), r, scaling)
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}
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}
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#[cfg(feature = "arbitrary")]
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impl<N, D: DimName, R> Arbitrary for Similarity<N, D, R>
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where
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N: Real + Arbitrary + Send,
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R: AlgaRotation<Point<N, D>> + Arbitrary + Send,
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DefaultAllocator: Allocator<N, D>,
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Owned<N, D>: Send,
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{
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#[inline]
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fn arbitrary<G: Gen>(rng: &mut G) -> Self {
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let mut s = Arbitrary::arbitrary(rng);
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while relative_eq!(s, N::zero()) {
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s = Arbitrary::arbitrary(rng)
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}
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Self::from_isometry(Arbitrary::arbitrary(rng), s)
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}
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}
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/*
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*
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* Constructors for various static dimensions.
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*
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*/
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// 2D rotation.
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impl<N: Real> Similarity<N, U2, Rotation2<N>> {
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/// Creates a new similarity from a translation and a rotation angle.
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#[inline]
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pub fn new(translation: Vector2<N>, angle: N, scaling: N) -> Self {
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Self::from_parts(
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Translation::from_vector(translation),
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Rotation2::new(angle),
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scaling,
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)
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}
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}
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impl<N: Real> Similarity<N, U2, UnitComplex<N>> {
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/// Creates a new similarity from a translation and a rotation angle.
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#[inline]
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pub fn new(translation: Vector2<N>, angle: N, scaling: N) -> Self {
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Self::from_parts(
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Translation::from_vector(translation),
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UnitComplex::new(angle),
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scaling,
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)
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}
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}
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// 3D rotation.
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macro_rules! similarity_construction_impl(
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($Rot: ty) => {
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impl<N: Real> Similarity<N, U3, $Rot> {
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/// Creates a new similarity from a translation, rotation axis-angle, and scaling
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/// factor.
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#[inline]
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pub fn new(translation: Vector3<N>, axisangle: Vector3<N>, scaling: N) -> Self {
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Self::from_isometry(Isometry::<_, U3, $Rot>::new(translation, axisangle), scaling)
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}
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/// Creates an similarity that corresponds to the a scaling factor and a local frame of
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/// an observer standing at the point `eye` and looking toward `target`.
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///
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/// It maps the view direction `target - eye` to the positive `z` axis and the origin to the
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/// `eye`.
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///
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/// # Arguments
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/// * eye - The observer position.
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/// * target - The target position.
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/// * up - Vertical direction. The only requirement of this parameter is to not be collinear
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/// to `eye - at`. Non-collinearity is not checked.
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#[inline]
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pub fn new_observer_frame(eye: &Point3<N>,
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target: &Point3<N>,
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up: &Vector3<N>,
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scaling: N)
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-> Self {
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Self::from_isometry(Isometry::<_, U3, $Rot>::new_observer_frame(eye, target, up), scaling)
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}
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/// Builds a right-handed look-at view matrix including scaling factor.
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///
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/// This conforms to the common notion of right handed look-at matrix from the computer
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/// graphics community.
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///
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/// # Arguments
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/// * eye - The eye position.
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/// * target - The target position.
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/// * up - A vector approximately aligned with required the vertical axis. The only
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/// requirement of this parameter is to not be collinear to `target - eye`.
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#[inline]
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pub fn look_at_rh(eye: &Point3<N>,
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target: &Point3<N>,
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up: &Vector3<N>,
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scaling: N)
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-> Self {
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Self::from_isometry(Isometry::<_, U3, $Rot>::look_at_rh(eye, target, up), scaling)
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}
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/// Builds a left-handed look-at view matrix including a scaling factor.
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///
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/// This conforms to the common notion of left handed look-at matrix from the computer
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/// graphics community.
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///
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/// # Arguments
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/// * eye - The eye position.
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/// * target - The target position.
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/// * up - A vector approximately aligned with required the vertical axis. The only
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/// requirement of this parameter is to not be collinear to `target - eye`.
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#[inline]
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pub fn look_at_lh(eye: &Point3<N>,
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target: &Point3<N>,
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up: &Vector3<N>,
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scaling: N)
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-> Self {
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Self::from_isometry(Isometry::<_, _, $Rot>::look_at_lh(eye, target, up), scaling)
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}
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}
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}
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);
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similarity_construction_impl!(Rotation3<N>);
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similarity_construction_impl!(UnitQuaternion<N>);
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