• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 // Generated from affine.rs.tera template. Edit the template, not the generated file.
2 
3 use crate::{Mat3, Mat3A, Mat4, Quat, Vec3, Vec3A};
4 use core::ops::{Deref, DerefMut, Mul, MulAssign};
5 
6 /// A 3D affine transform, which can represent translation, rotation, scaling and shear.
7 ///
8 /// This type is 16 byte aligned.
9 #[derive(Copy, Clone)]
10 #[repr(C)]
11 pub struct Affine3A {
12     pub matrix3: Mat3A,
13     pub translation: Vec3A,
14 }
15 
16 impl Affine3A {
17     /// The degenerate zero transform.
18     ///
19     /// This transforms any finite vector and point to zero.
20     /// The zero transform is non-invertible.
21     pub const ZERO: Self = Self {
22         matrix3: Mat3A::ZERO,
23         translation: Vec3A::ZERO,
24     };
25 
26     /// The identity transform.
27     ///
28     /// Multiplying a vector with this returns the same vector.
29     pub const IDENTITY: Self = Self {
30         matrix3: Mat3A::IDENTITY,
31         translation: Vec3A::ZERO,
32     };
33 
34     /// All NAN:s.
35     pub const NAN: Self = Self {
36         matrix3: Mat3A::NAN,
37         translation: Vec3A::NAN,
38     };
39 
40     /// Creates an affine transform from three column vectors.
41     #[inline(always)]
42     #[must_use]
from_cols(x_axis: Vec3A, y_axis: Vec3A, z_axis: Vec3A, w_axis: Vec3A) -> Self43     pub const fn from_cols(x_axis: Vec3A, y_axis: Vec3A, z_axis: Vec3A, w_axis: Vec3A) -> Self {
44         Self {
45             matrix3: Mat3A::from_cols(x_axis, y_axis, z_axis),
46             translation: w_axis,
47         }
48     }
49 
50     /// Creates an affine transform from a `[f32; 12]` array stored in column major order.
51     #[inline]
52     #[must_use]
from_cols_array(m: &[f32; 12]) -> Self53     pub fn from_cols_array(m: &[f32; 12]) -> Self {
54         Self {
55             matrix3: Mat3A::from_cols_array(&[
56                 m[0], m[1], m[2], m[3], m[4], m[5], m[6], m[7], m[8],
57             ]),
58             translation: Vec3A::from_array([m[9], m[10], m[11]]),
59         }
60     }
61 
62     /// Creates a `[f32; 12]` array storing data in column major order.
63     #[inline]
64     #[must_use]
to_cols_array(&self) -> [f32; 12]65     pub fn to_cols_array(&self) -> [f32; 12] {
66         let x = &self.matrix3.x_axis;
67         let y = &self.matrix3.y_axis;
68         let z = &self.matrix3.z_axis;
69         let w = &self.translation;
70         [x.x, x.y, x.z, y.x, y.y, y.z, z.x, z.y, z.z, w.x, w.y, w.z]
71     }
72 
73     /// Creates an affine transform from a `[[f32; 3]; 4]`
74     /// 3D array stored in column major order.
75     /// If your data is in row major order you will need to `transpose` the returned
76     /// matrix.
77     #[inline]
78     #[must_use]
from_cols_array_2d(m: &[[f32; 3]; 4]) -> Self79     pub fn from_cols_array_2d(m: &[[f32; 3]; 4]) -> Self {
80         Self {
81             matrix3: Mat3A::from_cols(m[0].into(), m[1].into(), m[2].into()),
82             translation: m[3].into(),
83         }
84     }
85 
86     /// Creates a `[[f32; 3]; 4]` 3D array storing data in
87     /// column major order.
88     /// If you require data in row major order `transpose` the matrix first.
89     #[inline]
90     #[must_use]
to_cols_array_2d(&self) -> [[f32; 3]; 4]91     pub fn to_cols_array_2d(&self) -> [[f32; 3]; 4] {
92         [
93             self.matrix3.x_axis.into(),
94             self.matrix3.y_axis.into(),
95             self.matrix3.z_axis.into(),
96             self.translation.into(),
97         ]
98     }
99 
100     /// Creates an affine transform from the first 12 values in `slice`.
101     ///
102     /// # Panics
103     ///
104     /// Panics if `slice` is less than 12 elements long.
105     #[inline]
106     #[must_use]
from_cols_slice(slice: &[f32]) -> Self107     pub fn from_cols_slice(slice: &[f32]) -> Self {
108         Self {
109             matrix3: Mat3A::from_cols_slice(&slice[0..9]),
110             translation: Vec3A::from_slice(&slice[9..12]),
111         }
112     }
113 
114     /// Writes the columns of `self` to the first 12 elements in `slice`.
115     ///
116     /// # Panics
117     ///
118     /// Panics if `slice` is less than 12 elements long.
119     #[inline]
write_cols_to_slice(self, slice: &mut [f32])120     pub fn write_cols_to_slice(self, slice: &mut [f32]) {
121         self.matrix3.write_cols_to_slice(&mut slice[0..9]);
122         self.translation.write_to_slice(&mut slice[9..12]);
123     }
124 
125     /// Creates an affine transform that changes scale.
126     /// Note that if any scale is zero the transform will be non-invertible.
127     #[inline]
128     #[must_use]
from_scale(scale: Vec3) -> Self129     pub fn from_scale(scale: Vec3) -> Self {
130         Self {
131             matrix3: Mat3A::from_diagonal(scale),
132             translation: Vec3A::ZERO,
133         }
134     }
135     /// Creates an affine transform from the given `rotation` quaternion.
136     #[inline]
137     #[must_use]
from_quat(rotation: Quat) -> Self138     pub fn from_quat(rotation: Quat) -> Self {
139         Self {
140             matrix3: Mat3A::from_quat(rotation),
141             translation: Vec3A::ZERO,
142         }
143     }
144 
145     /// Creates an affine transform containing a 3D rotation around a normalized
146     /// rotation `axis` of `angle` (in radians).
147     #[inline]
148     #[must_use]
from_axis_angle(axis: Vec3, angle: f32) -> Self149     pub fn from_axis_angle(axis: Vec3, angle: f32) -> Self {
150         Self {
151             matrix3: Mat3A::from_axis_angle(axis, angle),
152             translation: Vec3A::ZERO,
153         }
154     }
155 
156     /// Creates an affine transform containing a 3D rotation around the x axis of
157     /// `angle` (in radians).
158     #[inline]
159     #[must_use]
from_rotation_x(angle: f32) -> Self160     pub fn from_rotation_x(angle: f32) -> Self {
161         Self {
162             matrix3: Mat3A::from_rotation_x(angle),
163             translation: Vec3A::ZERO,
164         }
165     }
166 
167     /// Creates an affine transform containing a 3D rotation around the y axis of
168     /// `angle` (in radians).
169     #[inline]
170     #[must_use]
from_rotation_y(angle: f32) -> Self171     pub fn from_rotation_y(angle: f32) -> Self {
172         Self {
173             matrix3: Mat3A::from_rotation_y(angle),
174             translation: Vec3A::ZERO,
175         }
176     }
177 
178     /// Creates an affine transform containing a 3D rotation around the z axis of
179     /// `angle` (in radians).
180     #[inline]
181     #[must_use]
from_rotation_z(angle: f32) -> Self182     pub fn from_rotation_z(angle: f32) -> Self {
183         Self {
184             matrix3: Mat3A::from_rotation_z(angle),
185             translation: Vec3A::ZERO,
186         }
187     }
188 
189     /// Creates an affine transformation from the given 3D `translation`.
190     #[inline]
191     #[must_use]
from_translation(translation: Vec3) -> Self192     pub fn from_translation(translation: Vec3) -> Self {
193         #[allow(clippy::useless_conversion)]
194         Self {
195             matrix3: Mat3A::IDENTITY,
196             translation: translation.into(),
197         }
198     }
199 
200     /// Creates an affine transform from a 3x3 matrix (expressing scale, shear and
201     /// rotation)
202     #[inline]
203     #[must_use]
from_mat3(mat3: Mat3) -> Self204     pub fn from_mat3(mat3: Mat3) -> Self {
205         #[allow(clippy::useless_conversion)]
206         Self {
207             matrix3: mat3.into(),
208             translation: Vec3A::ZERO,
209         }
210     }
211 
212     /// Creates an affine transform from a 3x3 matrix (expressing scale, shear and rotation)
213     /// and a translation vector.
214     ///
215     /// Equivalent to `Affine3A::from_translation(translation) * Affine3A::from_mat3(mat3)`
216     #[inline]
217     #[must_use]
from_mat3_translation(mat3: Mat3, translation: Vec3) -> Self218     pub fn from_mat3_translation(mat3: Mat3, translation: Vec3) -> Self {
219         #[allow(clippy::useless_conversion)]
220         Self {
221             matrix3: mat3.into(),
222             translation: translation.into(),
223         }
224     }
225 
226     /// Creates an affine transform from the given 3D `scale`, `rotation` and
227     /// `translation`.
228     ///
229     /// Equivalent to `Affine3A::from_translation(translation) *
230     /// Affine3A::from_quat(rotation) * Affine3A::from_scale(scale)`
231     #[inline]
232     #[must_use]
from_scale_rotation_translation(scale: Vec3, rotation: Quat, translation: Vec3) -> Self233     pub fn from_scale_rotation_translation(scale: Vec3, rotation: Quat, translation: Vec3) -> Self {
234         let rotation = Mat3A::from_quat(rotation);
235         #[allow(clippy::useless_conversion)]
236         Self {
237             matrix3: Mat3A::from_cols(
238                 rotation.x_axis * scale.x,
239                 rotation.y_axis * scale.y,
240                 rotation.z_axis * scale.z,
241             ),
242             translation: translation.into(),
243         }
244     }
245 
246     /// Creates an affine transform from the given 3D `rotation` and `translation`.
247     ///
248     /// Equivalent to `Affine3A::from_translation(translation) * Affine3A::from_quat(rotation)`
249     #[inline]
250     #[must_use]
from_rotation_translation(rotation: Quat, translation: Vec3) -> Self251     pub fn from_rotation_translation(rotation: Quat, translation: Vec3) -> Self {
252         #[allow(clippy::useless_conversion)]
253         Self {
254             matrix3: Mat3A::from_quat(rotation),
255             translation: translation.into(),
256         }
257     }
258 
259     /// The given `Mat4` must be an affine transform,
260     /// i.e. contain no perspective transform.
261     #[inline]
262     #[must_use]
from_mat4(m: Mat4) -> Self263     pub fn from_mat4(m: Mat4) -> Self {
264         Self {
265             matrix3: Mat3A::from_cols(
266                 Vec3A::from_vec4(m.x_axis),
267                 Vec3A::from_vec4(m.y_axis),
268                 Vec3A::from_vec4(m.z_axis),
269             ),
270             translation: Vec3A::from_vec4(m.w_axis),
271         }
272     }
273 
274     /// Extracts `scale`, `rotation` and `translation` from `self`.
275     ///
276     /// The transform is expected to be non-degenerate and without shearing, or the output
277     /// will be invalid.
278     ///
279     /// # Panics
280     ///
281     /// Will panic if the determinant `self.matrix3` is zero or if the resulting scale
282     /// vector contains any zero elements when `glam_assert` is enabled.
283     #[inline]
284     #[must_use]
to_scale_rotation_translation(&self) -> (Vec3, Quat, Vec3)285     pub fn to_scale_rotation_translation(&self) -> (Vec3, Quat, Vec3) {
286         use crate::f32::math;
287         let det = self.matrix3.determinant();
288         glam_assert!(det != 0.0);
289 
290         let scale = Vec3::new(
291             self.matrix3.x_axis.length() * math::signum(det),
292             self.matrix3.y_axis.length(),
293             self.matrix3.z_axis.length(),
294         );
295 
296         glam_assert!(scale.cmpne(Vec3::ZERO).all());
297 
298         let inv_scale = scale.recip();
299 
300         #[allow(clippy::useless_conversion)]
301         let rotation = Quat::from_mat3(&Mat3::from_cols(
302             (self.matrix3.x_axis * inv_scale.x).into(),
303             (self.matrix3.y_axis * inv_scale.y).into(),
304             (self.matrix3.z_axis * inv_scale.z).into(),
305         ));
306 
307         #[allow(clippy::useless_conversion)]
308         (scale, rotation, self.translation.into())
309     }
310 
311     /// Creates a left-handed view transform using a camera position, an up direction, and a facing
312     /// direction.
313     ///
314     /// For a view coordinate system with `+X=right`, `+Y=up` and `+Z=forward`.
315     #[inline]
316     #[must_use]
look_to_lh(eye: Vec3, dir: Vec3, up: Vec3) -> Self317     pub fn look_to_lh(eye: Vec3, dir: Vec3, up: Vec3) -> Self {
318         Self::look_to_rh(eye, -dir, up)
319     }
320 
321     /// Creates a right-handed view transform using a camera position, an up direction, and a facing
322     /// direction.
323     ///
324     /// For a view coordinate system with `+X=right`, `+Y=up` and `+Z=back`.
325     #[inline]
326     #[must_use]
look_to_rh(eye: Vec3, dir: Vec3, up: Vec3) -> Self327     pub fn look_to_rh(eye: Vec3, dir: Vec3, up: Vec3) -> Self {
328         let f = dir.normalize();
329         let s = f.cross(up).normalize();
330         let u = s.cross(f);
331 
332         Self {
333             matrix3: Mat3A::from_cols(
334                 Vec3A::new(s.x, u.x, -f.x),
335                 Vec3A::new(s.y, u.y, -f.y),
336                 Vec3A::new(s.z, u.z, -f.z),
337             ),
338             translation: Vec3A::new(-eye.dot(s), -eye.dot(u), eye.dot(f)),
339         }
340     }
341 
342     /// Creates a left-handed view transform using a camera position, an up direction, and a focal
343     /// point.
344     /// For a view coordinate system with `+X=right`, `+Y=up` and `+Z=forward`.
345     ///
346     /// # Panics
347     ///
348     /// Will panic if `up` is not normalized when `glam_assert` is enabled.
349     #[inline]
350     #[must_use]
look_at_lh(eye: Vec3, center: Vec3, up: Vec3) -> Self351     pub fn look_at_lh(eye: Vec3, center: Vec3, up: Vec3) -> Self {
352         glam_assert!(up.is_normalized());
353         Self::look_to_lh(eye, center - eye, up)
354     }
355 
356     /// Creates a right-handed view transform using a camera position, an up direction, and a focal
357     /// point.
358     /// For a view coordinate system with `+X=right`, `+Y=up` and `+Z=back`.
359     ///
360     /// # Panics
361     ///
362     /// Will panic if `up` is not normalized when `glam_assert` is enabled.
363     #[inline]
364     #[must_use]
look_at_rh(eye: Vec3, center: Vec3, up: Vec3) -> Self365     pub fn look_at_rh(eye: Vec3, center: Vec3, up: Vec3) -> Self {
366         glam_assert!(up.is_normalized());
367         Self::look_to_rh(eye, center - eye, up)
368     }
369 
370     /// Transforms the given 3D points, applying shear, scale, rotation and translation.
371     #[inline]
transform_point3(&self, rhs: Vec3) -> Vec3372     pub fn transform_point3(&self, rhs: Vec3) -> Vec3 {
373         #[allow(clippy::useless_conversion)]
374         ((self.matrix3.x_axis * rhs.x)
375             + (self.matrix3.y_axis * rhs.y)
376             + (self.matrix3.z_axis * rhs.z)
377             + self.translation)
378             .into()
379     }
380 
381     /// Transforms the given 3D vector, applying shear, scale and rotation (but NOT
382     /// translation).
383     ///
384     /// To also apply translation, use [`Self::transform_point3()`] instead.
385     #[inline]
386     #[must_use]
transform_vector3(&self, rhs: Vec3) -> Vec3387     pub fn transform_vector3(&self, rhs: Vec3) -> Vec3 {
388         #[allow(clippy::useless_conversion)]
389         ((self.matrix3.x_axis * rhs.x)
390             + (self.matrix3.y_axis * rhs.y)
391             + (self.matrix3.z_axis * rhs.z))
392             .into()
393     }
394 
395     /// Transforms the given [`Vec3A`], applying shear, scale, rotation and translation.
396     #[inline]
397     #[must_use]
transform_point3a(&self, rhs: Vec3A) -> Vec3A398     pub fn transform_point3a(&self, rhs: Vec3A) -> Vec3A {
399         self.matrix3 * rhs + self.translation
400     }
401 
402     /// Transforms the given [`Vec3A`], applying shear, scale and rotation (but NOT
403     /// translation).
404     ///
405     /// To also apply translation, use [`Self::transform_point3a()`] instead.
406     #[inline]
407     #[must_use]
transform_vector3a(&self, rhs: Vec3A) -> Vec3A408     pub fn transform_vector3a(&self, rhs: Vec3A) -> Vec3A {
409         self.matrix3 * rhs
410     }
411 
412     /// Returns `true` if, and only if, all elements are finite.
413     ///
414     /// If any element is either `NaN`, positive or negative infinity, this will return
415     /// `false`.
416     #[inline]
417     #[must_use]
is_finite(&self) -> bool418     pub fn is_finite(&self) -> bool {
419         self.matrix3.is_finite() && self.translation.is_finite()
420     }
421 
422     /// Returns `true` if any elements are `NaN`.
423     #[inline]
424     #[must_use]
is_nan(&self) -> bool425     pub fn is_nan(&self) -> bool {
426         self.matrix3.is_nan() || self.translation.is_nan()
427     }
428 
429     /// Returns true if the absolute difference of all elements between `self` and `rhs`
430     /// is less than or equal to `max_abs_diff`.
431     ///
432     /// This can be used to compare if two 3x4 matrices contain similar elements. It works
433     /// best when comparing with a known value. The `max_abs_diff` that should be used used
434     /// depends on the values being compared against.
435     ///
436     /// For more see
437     /// [comparing floating point numbers](https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/).
438     #[inline]
439     #[must_use]
abs_diff_eq(&self, rhs: Self, max_abs_diff: f32) -> bool440     pub fn abs_diff_eq(&self, rhs: Self, max_abs_diff: f32) -> bool {
441         self.matrix3.abs_diff_eq(rhs.matrix3, max_abs_diff)
442             && self.translation.abs_diff_eq(rhs.translation, max_abs_diff)
443     }
444 
445     /// Return the inverse of this transform.
446     ///
447     /// Note that if the transform is not invertible the result will be invalid.
448     #[inline]
449     #[must_use]
inverse(&self) -> Self450     pub fn inverse(&self) -> Self {
451         let matrix3 = self.matrix3.inverse();
452         // transform negative translation by the matrix inverse:
453         let translation = -(matrix3 * self.translation);
454 
455         Self {
456             matrix3,
457             translation,
458         }
459     }
460 }
461 
462 impl Default for Affine3A {
463     #[inline(always)]
default() -> Self464     fn default() -> Self {
465         Self::IDENTITY
466     }
467 }
468 
469 impl Deref for Affine3A {
470     type Target = crate::deref::Cols4<Vec3A>;
471     #[inline(always)]
deref(&self) -> &Self::Target472     fn deref(&self) -> &Self::Target {
473         unsafe { &*(self as *const Self as *const Self::Target) }
474     }
475 }
476 
477 impl DerefMut for Affine3A {
478     #[inline(always)]
deref_mut(&mut self) -> &mut Self::Target479     fn deref_mut(&mut self) -> &mut Self::Target {
480         unsafe { &mut *(self as *mut Self as *mut Self::Target) }
481     }
482 }
483 
484 impl PartialEq for Affine3A {
485     #[inline]
eq(&self, rhs: &Self) -> bool486     fn eq(&self, rhs: &Self) -> bool {
487         self.matrix3.eq(&rhs.matrix3) && self.translation.eq(&rhs.translation)
488     }
489 }
490 
491 impl core::fmt::Debug for Affine3A {
fmt(&self, fmt: &mut core::fmt::Formatter<'_>) -> core::fmt::Result492     fn fmt(&self, fmt: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
493         fmt.debug_struct(stringify!(Affine3A))
494             .field("matrix3", &self.matrix3)
495             .field("translation", &self.translation)
496             .finish()
497     }
498 }
499 
500 impl core::fmt::Display for Affine3A {
fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result501     fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
502         if let Some(p) = f.precision() {
503             write!(
504                 f,
505                 "[{:.*}, {:.*}, {:.*}, {:.*}]",
506                 p,
507                 self.matrix3.x_axis,
508                 p,
509                 self.matrix3.y_axis,
510                 p,
511                 self.matrix3.z_axis,
512                 p,
513                 self.translation
514             )
515         } else {
516             write!(
517                 f,
518                 "[{}, {}, {}, {}]",
519                 self.matrix3.x_axis, self.matrix3.y_axis, self.matrix3.z_axis, self.translation
520             )
521         }
522     }
523 }
524 
525 impl<'a> core::iter::Product<&'a Self> for Affine3A {
product<I>(iter: I) -> Self where I: Iterator<Item = &'a Self>,526     fn product<I>(iter: I) -> Self
527     where
528         I: Iterator<Item = &'a Self>,
529     {
530         iter.fold(Self::IDENTITY, |a, &b| a * b)
531     }
532 }
533 
534 impl Mul for Affine3A {
535     type Output = Affine3A;
536 
537     #[inline]
mul(self, rhs: Affine3A) -> Self::Output538     fn mul(self, rhs: Affine3A) -> Self::Output {
539         Self {
540             matrix3: self.matrix3 * rhs.matrix3,
541             translation: self.matrix3 * rhs.translation + self.translation,
542         }
543     }
544 }
545 
546 impl MulAssign for Affine3A {
547     #[inline]
mul_assign(&mut self, rhs: Affine3A)548     fn mul_assign(&mut self, rhs: Affine3A) {
549         *self = self.mul(rhs);
550     }
551 }
552 
553 impl From<Affine3A> for Mat4 {
554     #[inline]
from(m: Affine3A) -> Mat4555     fn from(m: Affine3A) -> Mat4 {
556         Mat4::from_cols(
557             m.matrix3.x_axis.extend(0.0),
558             m.matrix3.y_axis.extend(0.0),
559             m.matrix3.z_axis.extend(0.0),
560             m.translation.extend(1.0),
561         )
562     }
563 }
564 
565 impl Mul<Mat4> for Affine3A {
566     type Output = Mat4;
567 
568     #[inline]
mul(self, rhs: Mat4) -> Self::Output569     fn mul(self, rhs: Mat4) -> Self::Output {
570         Mat4::from(self) * rhs
571     }
572 }
573 
574 impl Mul<Affine3A> for Mat4 {
575     type Output = Mat4;
576 
577     #[inline]
mul(self, rhs: Affine3A) -> Self::Output578     fn mul(self, rhs: Affine3A) -> Self::Output {
579         self * Mat4::from(rhs)
580     }
581 }
582