Mercurial > touhou
comparison utils/src/math.rs @ 757:21b186be2590
Split the Rust version into multiple crates.
| author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
|---|---|
| date | Tue, 05 Jan 2021 02:16:32 +0100 |
| parents | src/util/math.rs@01849ffd0180 |
| children | b5bca9274335 |
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| 756:4d91790cf8ab | 757:21b186be2590 |
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| 1 //! Various helpers to deal with vectors and matrices. | |
| 2 | |
| 3 /// A 4×4 f32 matrix type. | |
| 4 pub struct Mat4 { | |
| 5 inner: [[f32; 4]; 4] | |
| 6 } | |
| 7 | |
| 8 impl Mat4 { | |
| 9 /// Create a new matrix from a set of 16 f32. | |
| 10 pub fn new(inner: [[f32; 4]; 4]) -> Mat4 { | |
| 11 Mat4 { | |
| 12 inner | |
| 13 } | |
| 14 } | |
| 15 | |
| 16 fn zero() -> Mat4 { | |
| 17 Mat4 { | |
| 18 inner: [[0.; 4]; 4] | |
| 19 } | |
| 20 } | |
| 21 | |
| 22 fn identity() -> Mat4 { | |
| 23 Mat4 { | |
| 24 inner: [[1., 0., 0., 0.], | |
| 25 [0., 1., 0., 0.], | |
| 26 [0., 0., 1., 0.], | |
| 27 [0., 0., 0., 1.]] | |
| 28 } | |
| 29 } | |
| 30 | |
| 31 /// Immutably borrow the array of f32 inside this matrix. | |
| 32 pub fn borrow_inner(&self) -> &[[f32; 4]; 4] { | |
| 33 &self.inner | |
| 34 } | |
| 35 | |
| 36 /// Scale the matrix in 2D. | |
| 37 pub fn scale2d(&mut self, x: f32, y: f32) { | |
| 38 for i in 0..4 { | |
| 39 self.inner[0][i] *= x; | |
| 40 self.inner[1][i] *= y; | |
| 41 } | |
| 42 } | |
| 43 | |
| 44 /// Flip the matrix. | |
| 45 pub fn flip(&mut self) { | |
| 46 for i in 0..4 { | |
| 47 self.inner[0][i] = -self.inner[0][i]; | |
| 48 } | |
| 49 } | |
| 50 | |
| 51 /// Rotate the matrix around its x angle (in radians). | |
| 52 pub fn rotate_x(&mut self, angle: f32) { | |
| 53 let mut lines: [f32; 8] = [0.; 8]; | |
| 54 let cos_a = angle.cos(); | |
| 55 let sin_a = angle.sin(); | |
| 56 for i in 0..4 { | |
| 57 lines[ i] = self.inner[0][i]; | |
| 58 lines[4 + i] = self.inner[1][i]; | |
| 59 } | |
| 60 for i in 0..4 { | |
| 61 self.inner[1][i] = cos_a * lines[i] - sin_a * lines[4+i]; | |
| 62 self.inner[2][i] = sin_a * lines[i] + cos_a * lines[4+i]; | |
| 63 } | |
| 64 } | |
| 65 | |
| 66 /// Rotate the matrix around its y angle (in radians). | |
| 67 pub fn rotate_y(&mut self, angle: f32) { | |
| 68 let mut lines: [f32; 8] = [0.; 8]; | |
| 69 let cos_a = angle.cos(); | |
| 70 let sin_a = angle.sin(); | |
| 71 for i in 0..4 { | |
| 72 lines[ i] = self.inner[0][i]; | |
| 73 lines[4 + i] = self.inner[2][i]; | |
| 74 } | |
| 75 for i in 0..4 { | |
| 76 self.inner[0][i] = cos_a * lines[i] + sin_a * lines[4+i]; | |
| 77 self.inner[2][i] = -sin_a * lines[i] + cos_a * lines[4+i]; | |
| 78 } | |
| 79 } | |
| 80 | |
| 81 /// Rotate the matrix around its z angle (in radians). | |
| 82 pub fn rotate_z(&mut self, angle: f32) { | |
| 83 let mut lines: [f32; 8] = [0.; 8]; | |
| 84 let cos_a = angle.cos(); | |
| 85 let sin_a = angle.sin(); | |
| 86 for i in 0..4 { | |
| 87 lines[ i] = self.inner[0][i]; | |
| 88 lines[4 + i] = self.inner[1][i]; | |
| 89 } | |
| 90 for i in 0..4 { | |
| 91 self.inner[0][i] = cos_a * lines[i] - sin_a * lines[4+i]; | |
| 92 self.inner[1][i] = sin_a * lines[i] + cos_a * lines[4+i]; | |
| 93 } | |
| 94 } | |
| 95 | |
| 96 /// Translate the matrix by a 3D offset. | |
| 97 pub fn translate(&mut self, offset: [f32; 3]) { | |
| 98 let mut item: [f32; 3] = [0.; 3]; | |
| 99 for i in 0..3 { | |
| 100 item[i] = self.inner[3][i] * offset[i]; | |
| 101 } | |
| 102 for i in 0..3 { | |
| 103 for j in 0..4 { | |
| 104 self.inner[i][j] += item[i]; | |
| 105 } | |
| 106 } | |
| 107 } | |
| 108 | |
| 109 /// Translate the matrix by a 2D offset. | |
| 110 pub fn translate_2d(&mut self, x: f32, y: f32) { | |
| 111 let offset = [x, y, 0.]; | |
| 112 self.translate(offset); | |
| 113 } | |
| 114 } | |
| 115 | |
| 116 impl std::ops::Mul<Mat4> for Mat4 { | |
| 117 type Output = Mat4; | |
| 118 fn mul(self, rhs: Mat4) -> Mat4 { | |
| 119 let mut tmp = Mat4::zero(); | |
| 120 for i in 0..4 { | |
| 121 for j in 0..4 { | |
| 122 for k in 0..4 { | |
| 123 tmp.inner[i][j] += self.inner[i][k] * rhs.inner[k][j]; | |
| 124 } | |
| 125 } | |
| 126 } | |
| 127 tmp | |
| 128 } | |
| 129 } | |
| 130 | |
| 131 /// Create an orthographic projection matrix. | |
| 132 pub fn ortho_2d(left: f32, right: f32, bottom: f32, top: f32) -> Mat4 { | |
| 133 let mut mat = Mat4::identity(); | |
| 134 mat.inner[0][0] = 2. / (right - left); | |
| 135 mat.inner[1][1] = 2. / (top - bottom); | |
| 136 mat.inner[2][2] = -1.; | |
| 137 mat.inner[3][0] = -(right + left) / (right - left); | |
| 138 mat.inner[3][1] = -(top + bottom) / (top - bottom); | |
| 139 mat | |
| 140 } | |
| 141 | |
| 142 /// Setup a camera view matrix. | |
| 143 pub fn setup_camera(dx: f32, dy: f32, dz: f32) -> Mat4 { | |
| 144 // Some explanations on the magic constants: | |
| 145 // 192. = 384. / 2. = width / 2. | |
| 146 // 224. = 448. / 2. = height / 2. | |
| 147 // 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) | |
| 148 // This is so that objects on the (O, x, y) plane use pixel coordinates | |
| 149 look_at([192., 224., -835.979370 * dz], [192. + dx, 224. - dy, 0.], [0., -1., 0.]) | |
| 150 } | |
| 151 | |
| 152 /// Creates a perspective projection matrix. | |
| 153 pub fn perspective(fov_y: f32, aspect: f32, z_near: f32, z_far: f32) -> Mat4 { | |
| 154 let top = (fov_y / 2.).tan() * z_near; | |
| 155 let bottom = -top; | |
| 156 let left = -top * aspect; | |
| 157 let right = top * aspect; | |
| 158 | |
| 159 let mut mat = Mat4::identity(); | |
| 160 mat.inner[0][0] = (2. * z_near) / (right - left); | |
| 161 mat.inner[1][1] = (2. * z_near) / (top - bottom); | |
| 162 mat.inner[2][2] = -(z_far + z_near) / (z_far - z_near); | |
| 163 mat.inner[2][3] = -1.; | |
| 164 mat.inner[3][2] = -(2. * z_far * z_near) / (z_far - z_near); | |
| 165 mat.inner[3][3] = 0.; | |
| 166 mat | |
| 167 } | |
| 168 | |
| 169 type Vec3 = [f32; 3]; | |
| 170 | |
| 171 fn look_at(eye: Vec3, center: Vec3, up: Vec3) -> Mat4 { | |
| 172 let f = normalize(sub(center, eye)); | |
| 173 let u = normalize(up); | |
| 174 let s = normalize(cross(f, u)); | |
| 175 let u = cross(s, f); | |
| 176 | |
| 177 Mat4::new([[s[0], u[0], -f[0], 0.], | |
| 178 [s[1], u[1], -f[1], 0.], | |
| 179 [s[2], u[2], -f[2], 0.], | |
| 180 [-dot(s, eye), -dot(u, eye), dot(f, eye), 1.]]) | |
| 181 } | |
| 182 | |
| 183 fn sub(a: Vec3, b: Vec3) -> Vec3 { | |
| 184 [a[0] - b[0], | |
| 185 a[1] - b[1], | |
| 186 a[2] - b[2]] | |
| 187 } | |
| 188 | |
| 189 fn normalize(vec: Vec3) -> Vec3 { | |
| 190 let normal = 1. / (vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]).sqrt(); | |
| 191 [vec[0] * normal, vec[1] * normal, vec[2] * normal] | |
| 192 } | |
| 193 | |
| 194 fn cross(a: Vec3, b: Vec3) -> Vec3 { | |
| 195 [a[1] * b[2] - b[1] * a[2], | |
| 196 a[2] * b[0] - b[2] * a[0], | |
| 197 a[0] * b[1] - b[0] * a[1]] | |
| 198 } | |
| 199 | |
| 200 fn dot(a: Vec3, b: Vec3) -> f32 { | |
| 201 a[0] * b[0] + a[1] * b[1] + a[2] * b[2] | |
| 202 } |
