//! Implements matrix tranformations //! //! Used for placing shapes and camera into the scene. //! Provides some common initializations methods for transforms like rotation, translate and camera //! placement. //! //! # Examples //! //! ``` //! use pathtrace::core::{Vector3f, Transform}; //! //! let t = Transform::new_translate(3.0, 5.0, 6.0); //! let v = t.eval_point(&Vector3f::new_xyz(1.0, 1.0, 1.0)); //! //! assert!(v.x == 4.0 && v.y == 6.0 && v.z == 7.0); //! ``` use super::matrix4x4::Matrix4x4f; use crate::Float; use crate::core::Vector3f; pub struct Transform { m: Matrix4x4f, } impl Transform { pub fn new() -> Transform { Transform { m: Matrix4x4f::new_ident(1.0), } } /// Evaluation a point through the matrix pub fn eval_point(&self, p: &Vector3f) -> Vector3f { let m = &self.m.m; let x = m[0][0]*p.x + m[0][1]*p.y + m[0][2]*p.z + m[0][3]; let y = m[1][0]*p.x + m[1][1]*p.y + m[1][2]*p.z + m[1][3]; let z = m[2][0]*p.x + m[2][1]*p.y + m[2][2]*p.z + m[2][3]; let w = m[3][0]*p.x + m[3][1]*p.y + m[3][2]*p.z + m[3][3]; let mut out = Vector3f::new_xyz(x, y, z); if w != 1.0 { out /= w; } out } /// Evaluation of a vector /// /// This will not work for normal vectors as they become distorted pub fn eval_vector(&self, v: &Vector3f) -> Vector3f { let m = &self.m.m; let x = m[0][0]*v.x + m[0][1]*v.y + m[0][2]*v.z; let y = m[1][0]*v.x + m[1][1]*v.y + m[1][2]*v.z; let z = m[2][0]*v.x + m[2][1]*v.y + m[2][2]*v.z; Vector3f::new_xyz(x, y, z) } } // Creation of different transformations impl Transform { pub fn new_translate(x: Float, y: Float, z: Float) -> Self { Transform { m: Matrix4x4f::new( 1.0, 0.0, 0.0, x, 0.0, 1.0, 0.0, y, 0.0, 0.0, 1.0, z, 0.0, 0.0, 0.0, 1.0) } } pub fn new_scale(x: Float, y: Float, z: Float) -> Self { Transform { m: Matrix4x4f::new( x, 0.0, 0.0, 0.0, 0.0, y, 0.0, 0.0, 0.0, 0.0, z, 0.0, 0.0, 0.0, 0.0, 1.0) } } pub fn new_rotate_x(theta: Float) -> Self { let theta = theta.to_radians(); let cost = theta.cos(); let sint = theta.sin(); Transform { m: Matrix4x4f::new( 1.0, 0.0, 0.0, 0.0, 0.0, cost, -sint, 0.0, 0.0, sint, cost, 0.0, 0.0, 0.0, 0.0, 1.0) } } pub fn new_rotate_y(theta: Float) -> Self { let theta = theta.to_radians(); let cost = theta.cos(); let sint = theta.sin(); Transform { m: Matrix4x4f::new( cost, 0.0, sint, 0.0, 0.0, 1.0, 0.0, 0.0, -sint, 0.0, cost, 0.0, 0.0, 0.0, 0.0, 1.0) } } pub fn new_rotate_z(theta: Float) -> Self { let theta = theta.to_radians(); let cost = theta.cos(); let sint = theta.sin(); Transform { m: Matrix4x4f::new( cost, -sint, 0.0, 0.0, sint, cost, 0.0, 0.0, 0.0, 0.0, 1.1, 0.0, 0.0, 0.0, 0.0, 1.0) } } pub fn new_look_at(pos: &Vector3f, look: &Vector3f, up: &Vector3f) -> Self { let dir = (*look - *pos).norm(); // This is what the z axis should map to let right = up.norm().cross(&dir).norm(); let newup = dir.cross(&right); Transform { m: Matrix4x4f::new( right.x, newup.x, dir.x, pos.x, right.y, newup.y, dir.y, pos.y, right.z, newup.z, dir.z, pos.z, 0.0 , 0.0 , 0.0 , 1.0) } } }