// Copyright 2013 The Servo Project Developers. See the COPYRIGHT // file at the top-level directory of this distribution. // // Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or // http://www.apache.org/licenses/LICENSE-2.0> or the MIT license // <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your // option. This file may not be copied, modified, or distributed // except according to those terms.
use core::cmp::{Eq, PartialEq}; use core::fmt; use core::hash::Hash; use core::marker::PhantomData; use core::ops::{Add, Mul, Neg, Sub};
#[cfg(feature = "bytemuck")] use bytemuck::{Pod, Zeroable}; use num_traits::real::Real; use num_traits::{NumCast, One, Zero}; #[cfg(feature = "serde")] use serde::{Deserialize, Serialize};
/// A transform that can represent rotations in 2d, represented as an angle in radians. #[repr(C)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] #[cfg_attr(
feature = "serde",
serde(bound(
serialize = "T: serde::Serialize",
deserialize = "T: serde::Deserialize<'de>"
))
)] pubstruct Rotation2D<T, Src, Dst> { /// Angle in radians pub angle: T, #[doc(hidden)] pub _unit: PhantomData<(Src, Dst)>,
}
impl<T: Copy, Src, Dst> Copy for Rotation2D<T, Src, Dst> {}
#[cfg(feature = "bytemuck")] unsafeimpl<T: Pod, Src: 'static, Dst: 'static> Pod for Rotation2D<T, Src, Dst> {}
impl<T, Src, Dst> Rotation2D<T, Src, Dst> { /// Creates a rotation from an angle in radians. #[inline] pubfn new(angle: Angle<T>) -> Self {
Rotation2D {
angle: angle.radians,
_unit: PhantomData,
}
}
/// Creates a rotation from an angle in radians. pubfn radians(angle: T) -> Self { Self::new(Angle::radians(angle))
}
/// Creates the identity rotation. #[inline] pubfn identity() -> Self where
T: Zero,
{ Self::radians(T::zero())
}
}
impl<T: Copy, Src, Dst> Rotation2D<T, Src, Dst> { /// Cast the unit, preserving the numeric value. /// /// # Example /// /// ```rust /// # use euclid::Rotation2D; /// enum Local {} /// enum World {} /// /// enum Local2 {} /// enum World2 {} /// /// let to_world: Rotation2D<_, Local, World> = Rotation2D::radians(42); /// /// assert_eq!(to_world.angle, to_world.cast_unit::<Local2, World2>().angle); /// ``` #[inline] pubfn cast_unit<Src2, Dst2>(&self) -> Rotation2D<T, Src2, Dst2> {
Rotation2D {
angle: self.angle,
_unit: PhantomData,
}
}
/// Drop the units, preserving only the numeric value. /// /// # Example /// /// ```rust /// # use euclid::Rotation2D; /// enum Local {} /// enum World {} /// /// let to_world: Rotation2D<_, Local, World> = Rotation2D::radians(42); /// /// assert_eq!(to_world.angle, to_world.to_untyped().angle); /// ``` #[inline] pubfn to_untyped(&self) -> Rotation2D<T, UnknownUnit, UnknownUnit> { self.cast_unit()
}
/// Tag a unitless value with units. /// /// # Example /// /// ```rust /// # use euclid::Rotation2D; /// use euclid::UnknownUnit; /// enum Local {} /// enum World {} /// /// let rot: Rotation2D<_, UnknownUnit, UnknownUnit> = Rotation2D::radians(42); /// /// assert_eq!(rot.angle, Rotation2D::<_, Local, World>::from_untyped(&rot).angle); /// ``` #[inline] pubfn from_untyped(r: &Rotation2D<T, UnknownUnit, UnknownUnit>) -> Self {
r.cast_unit()
}
}
impl<T, Src, Dst> Rotation2D<T, Src, Dst> where
T: Copy,
{ /// Returns self.angle as a strongly typed `Angle<T>`. pubfn get_angle(&self) -> Angle<T> {
Angle::radians(self.angle)
}
}
impl<T: Real, Src, Dst> Rotation2D<T, Src, Dst> { /// Creates a 3d rotation (around the z axis) from this 2d rotation. #[inline] pubfn to_3d(&self) -> Rotation3D<T, Src, Dst> {
Rotation3D::around_z(self.get_angle())
}
/// Returns the inverse of this rotation. #[inline] pubfn inverse(&self) -> Rotation2D<T, Dst, Src> {
Rotation2D::radians(-self.angle)
}
/// Returns a rotation representing the other rotation followed by this rotation. #[inline] pubfn then<NewSrc>(&self, other: &Rotation2D<T, NewSrc, Src>) -> Rotation2D<T, NewSrc, Dst> {
Rotation2D::radians(self.angle + other.angle)
}
/// Returns the given 2d point transformed by this rotation. /// /// The input point must be use the unit Src, and the returned point has the unit Dst. #[inline] pubfn transform_point(&self, point: Point2D<T, Src>) -> Point2D<T, Dst> { let (sin, cos) = Real::sin_cos(self.angle);
point2(point.x * cos - point.y * sin, point.y * cos + point.x * sin)
}
/// Returns the given 2d vector transformed by this rotation. /// /// The input point must be use the unit Src, and the returned point has the unit Dst. #[inline] pubfn transform_vector(&self, vector: Vector2D<T, Src>) -> Vector2D<T, Dst> { self.transform_point(vector.to_point()).to_vector()
}
}
impl<T, Src, Dst> Rotation2D<T, Src, Dst> where
T: Copy + Add<Output = T> + Sub<Output = T> + Mul<Output = T> + Zero + Trig,
{ /// Returns the matrix representation of this rotation. #[inline] pubfn to_transform(&self) -> Transform2D<T, Src, Dst> {
Transform2D::rotation(self.get_angle())
}
}
/// A transform that can represent rotations in 3d, represented as a quaternion. /// /// Most methods expect the quaternion to be normalized. /// When in doubt, use `unit_quaternion` instead of `quaternion` to create /// a rotation as the former will ensure that its result is normalized. /// /// Some people use the `x, y, z, w` (or `w, x, y, z`) notations. The equivalence is /// as follows: `x -> i`, `y -> j`, `z -> k`, `w -> r`. /// The memory layout of this type corresponds to the `x, y, z, w` notation #[repr(C)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] #[cfg_attr(
feature = "serde",
serde(bound(
serialize = "T: serde::Serialize",
deserialize = "T: serde::Deserialize<'de>"
))
)] pubstruct Rotation3D<T, Src, Dst> { /// Component multiplied by the imaginary number `i`. pub i: T, /// Component multiplied by the imaginary number `j`. pub j: T, /// Component multiplied by the imaginary number `k`. pub k: T, /// The real part. pub r: T, #[doc(hidden)] pub _unit: PhantomData<(Src, Dst)>,
}
impl<T: Copy, Src, Dst> Copy for Rotation3D<T, Src, Dst> {}
#[cfg(feature = "bytemuck")] unsafeimpl<T: Pod, Src: 'static, Dst: 'static> Pod for Rotation3D<T, Src, Dst> {}
impl<T, Src, Dst> Rotation3D<T, Src, Dst> { /// Creates a rotation around from a quaternion representation. /// /// The parameters are a, b, c and r compose the quaternion `a*i + b*j + c*k + r` /// where `a`, `b` and `c` describe the vector part and the last parameter `r` is /// the real part. /// /// The resulting quaternion is not necessarily normalized. See [`unit_quaternion`]. /// /// [`unit_quaternion`]: #method.unit_quaternion #[inline] pubfn quaternion(a: T, b: T, c: T, r: T) -> Self {
Rotation3D {
i: a,
j: b,
k: c,
r,
_unit: PhantomData,
}
}
/// Creates the identity rotation. #[inline] pubfn identity() -> Self where
T: Zero + One,
{ Self::quaternion(T::zero(), T::zero(), T::zero(), T::one())
}
}
impl<T, Src, Dst> Rotation3D<T, Src, Dst> where
T: Copy,
{ /// Returns the vector part (i, j, k) of this quaternion. #[inline] pubfn vector_part(&self) -> Vector3D<T, UnknownUnit> {
vec3(self.i, self.j, self.k)
}
/// Drop the units, preserving only the numeric value. /// /// # Example /// /// ```rust /// # use euclid::Rotation3D; /// enum Local {} /// enum World {} /// /// let to_world: Rotation3D<_, Local, World> = Rotation3D::quaternion(1, 2, 3, 4); /// /// assert_eq!(to_world.i, to_world.to_untyped().i); /// assert_eq!(to_world.j, to_world.to_untyped().j); /// assert_eq!(to_world.k, to_world.to_untyped().k); /// assert_eq!(to_world.r, to_world.to_untyped().r); /// ``` #[inline] pubfn to_untyped(&self) -> Rotation3D<T, UnknownUnit, UnknownUnit> { self.cast_unit()
}
/// Tag a unitless value with units. /// /// # Example /// /// ```rust /// # use euclid::Rotation3D; /// use euclid::UnknownUnit; /// enum Local {} /// enum World {} /// /// let rot: Rotation3D<_, UnknownUnit, UnknownUnit> = Rotation3D::quaternion(1, 2, 3, 4); /// /// assert_eq!(rot.i, Rotation3D::<_, Local, World>::from_untyped(&rot).i); /// assert_eq!(rot.j, Rotation3D::<_, Local, World>::from_untyped(&rot).j); /// assert_eq!(rot.k, Rotation3D::<_, Local, World>::from_untyped(&rot).k); /// assert_eq!(rot.r, Rotation3D::<_, Local, World>::from_untyped(&rot).r); /// ``` #[inline] pubfn from_untyped(r: &Rotation3D<T, UnknownUnit, UnknownUnit>) -> Self {
r.cast_unit()
}
}
impl<T, Src, Dst> Rotation3D<T, Src, Dst> where
T: Real,
{ /// Creates a rotation around from a quaternion representation and normalizes it. /// /// The parameters are a, b, c and r compose the quaternion `a*i + b*j + c*k + r` /// before normalization, where `a`, `b` and `c` describe the vector part and the /// last parameter `r` is the real part. #[inline] pubfn unit_quaternion(i: T, j: T, k: T, r: T) -> Self { Self::quaternion(i, j, k, r).normalize()
}
/// Creates a rotation around a given axis. pubfn around_axis(axis: Vector3D<T, Src>, angle: Angle<T>) -> Self { let axis = axis.normalize(); let two = T::one() + T::one(); let (sin, cos) = Angle::sin_cos(angle / two); Self::quaternion(axis.x * sin, axis.y * sin, axis.z * sin, cos)
}
/// Creates a rotation around the x axis. pubfn around_x(angle: Angle<T>) -> Self { let zero = Zero::zero(); let two = T::one() + T::one(); let (sin, cos) = Angle::sin_cos(angle / two); Self::quaternion(sin, zero, zero, cos)
}
/// Creates a rotation around the y axis. pubfn around_y(angle: Angle<T>) -> Self { let zero = Zero::zero(); let two = T::one() + T::one(); let (sin, cos) = Angle::sin_cos(angle / two); Self::quaternion(zero, sin, zero, cos)
}
/// Creates a rotation around the z axis. pubfn around_z(angle: Angle<T>) -> Self { let zero = Zero::zero(); let two = T::one() + T::one(); let (sin, cos) = Angle::sin_cos(angle / two); Self::quaternion(zero, zero, sin, cos)
}
/// Creates a rotation from Euler angles. /// /// The rotations are applied in roll then pitch then yaw order. /// /// - Roll (also called bank) is a rotation around the x axis. /// - Pitch (also called bearing) is a rotation around the y axis. /// - Yaw (also called heading) is a rotation around the z axis. pubfn euler(roll: Angle<T>, pitch: Angle<T>, yaw: Angle<T>) -> Self { let half = T::one() / (T::one() + T::one());
let (sy, cy) = Real::sin_cos(half * yaw.get()); let (sp, cp) = Real::sin_cos(half * pitch.get()); let (sr, cr) = Real::sin_cos(half * roll.get());
Self::quaternion(
cy * sr * cp - sy * cr * sp,
cy * cr * sp + sy * sr * cp,
sy * cr * cp - cy * sr * sp,
cy * cr * cp + sy * sr * sp,
)
}
/// Returns the inverse of this rotation. #[inline] pubfn inverse(&self) -> Rotation3D<T, Dst, Src> {
Rotation3D::quaternion(-self.i, -self.j, -self.k, self.r)
}
/// Computes the norm of this quaternion. #[inline] pubfn norm(&self) -> T { self.square_norm().sqrt()
}
/// Computes the squared norm of this quaternion. #[inline] pubfn square_norm(&self) -> T { self.i * self.i + self.j * self.j + self.k * self.k + self.r * self.r
}
/// Returns `true` if [norm] of this quaternion is (approximately) one. /// /// [norm]: #method.norm #[inline] pubfn is_normalized(&self) -> bool where
T: ApproxEq<T>,
{ let eps = NumCast::from(1.0e-5).unwrap(); self.square_norm().approx_eq_eps(&T::one(), &eps)
}
/// Spherical linear interpolation between this rotation and another rotation. /// /// `t` is expected to be between zero and one. pubfn slerp(&self, other: &Self, t: T) -> Self where
T: ApproxEq<T>,
{
debug_assert!(self.is_normalized());
debug_assert!(other.is_normalized());
if dot.approx_eq(&T::one()) { // If the inputs are too close, linearly interpolate to avoid precision issues. return r1.lerp(&r2, t);
}
// If the dot product is negative, the quaternions // have opposite handed-ness and slerp won't take // the shorter path. Fix by reversing one quaternion. if dot < T::zero() {
r2 = r2.mul(-T::one());
dot = -dot;
}
// For robustness, stay within the domain of acos.
dot = Real::min(dot, one);
// Angle between r1 and the result. let theta = Real::acos(dot) * t;
// r1 and r3 form an orthonormal basis. let r3 = r2.sub(r1.mul(dot)).normalize(); let (sin, cos) = Real::sin_cos(theta);
r1.mul(cos).add(r3.mul(sin))
}
/// Basic Linear interpolation between this rotation and another rotation. #[inline] pubfn lerp(&self, other: &Self, t: T) -> Self { let one_t = T::one() - t; self.mul(one_t).add(other.mul(t)).normalize()
}
/// Returns the given 3d point transformed by this rotation. /// /// The input point must be use the unit Src, and the returned point has the unit Dst. pubfn transform_point3d(&self, point: Point3D<T, Src>) -> Point3D<T, Dst> where
T: ApproxEq<T>,
{
debug_assert!(self.is_normalized());
let two = T::one() + T::one(); let cross = self.vector_part().cross(point.to_vector().to_untyped()) * two;
/// Returns the given 2d point transformed by this rotation then projected on the xy plane. /// /// The input point must be use the unit Src, and the returned point has the unit Dst. #[inline] pubfn transform_point2d(&self, point: Point2D<T, Src>) -> Point2D<T, Dst> where
T: ApproxEq<T>,
{ self.transform_point3d(point.to_3d()).xy()
}
/// Returns the given 3d vector transformed by this rotation. /// /// The input vector must be use the unit Src, and the returned point has the unit Dst. #[inline] pubfn transform_vector3d(&self, vector: Vector3D<T, Src>) -> Vector3D<T, Dst> where
T: ApproxEq<T>,
{ self.transform_point3d(vector.to_point()).to_vector()
}
/// Returns the given 2d vector transformed by this rotation then projected on the xy plane. /// /// The input vector must be use the unit Src, and the returned point has the unit Dst. #[inline] pubfn transform_vector2d(&self, vector: Vector2D<T, Src>) -> Vector2D<T, Dst> where
T: ApproxEq<T>,
{ self.transform_vector3d(vector.to_3d()).xy()
}
/// Returns the matrix representation of this rotation. #[inline] #[rustfmt::skip] pubfn to_transform(&self) -> Transform3D<T, Src, Dst> where
T: ApproxEq<T>,
{
debug_assert!(self.is_normalized());
let i2 = self.i + self.i; let j2 = self.j + self.j; let k2 = self.k + self.k; let ii = self.i * i2; let ij = self.i * j2; let ik = self.i * k2; let jj = self.j * j2; let jk = self.j * k2; let kk = self.k * k2; let ri = self.r * i2; let rj = self.r * j2; let rk = self.r * k2;
let one = T::one(); let zero = T::zero();
let m11 = one - (jj + kk); let m12 = ij + rk; let m13 = ik - rj;
let m21 = ij - rk; let m22 = one - (ii + kk); let m23 = jk + ri;
let m31 = ik + rj; let m32 = jk - ri; let m33 = one - (ii + jj);
#[test] fn simple_rotation_2d() { usecrate::default::Rotation2D; use core::f32::consts::{FRAC_PI_2, PI};
let ri = Rotation2D::identity(); let r90 = Rotation2D::radians(FRAC_PI_2); let rm90 = Rotation2D::radians(-FRAC_PI_2); let r180 = Rotation2D::radians(PI);
#[test] fn simple_rotation_3d_in_2d() { usecrate::default::Rotation3D; use core::f32::consts::{FRAC_PI_2, PI};
let ri = Rotation3D::identity(); let r90 = Rotation3D::around_z(Angle::radians(FRAC_PI_2)); let rm90 = Rotation3D::around_z(Angle::radians(-FRAC_PI_2)); let r180 = Rotation3D::around_z(Angle::radians(PI));
#[test] fn pre_post() { usecrate::default::Rotation3D; use core::f32::consts::FRAC_PI_2;
let r1 = Rotation3D::around_x(Angle::radians(FRAC_PI_2)); let r2 = Rotation3D::around_y(Angle::radians(FRAC_PI_2)); let r3 = Rotation3D::around_z(Angle::radians(FRAC_PI_2));
let t1 = r1.to_transform(); let t2 = r2.to_transform(); let t3 = r3.to_transform();
let p = point3(1.0, 2.0, 3.0);
// Check that the order of transformations is correct (corresponds to what // we do in Transform3D). let p1 = r1.then(&r2).then(&r3).transform_point3d(p); let p2 = t1.then(&t2).then(&t3).transform_point3d(p);
assert!(p1.approx_eq(&p2.unwrap()));
// Check that changing the order indeed matters. let p3 = t3.then(&t1).then(&t2).transform_point3d(p);
assert!(!p1.approx_eq(&p3.unwrap()));
}
for rotation in &rotations { for &point in &points { let p1 = rotation.transform_point3d(point); let p2 = rotation.to_transform().transform_point3d(point);
assert!(p1.approx_eq(&p2.unwrap()));
}
}
}
#[test] fn around_axis() { usecrate::default::Rotation3D; use core::f32::consts::{FRAC_PI_2, PI};
// Two sort of trivial cases: let r1 = Rotation3D::around_axis(vec3(1.0, 1.0, 0.0), Angle::radians(PI)); let r2 = Rotation3D::around_axis(vec3(1.0, 1.0, 0.0), Angle::radians(FRAC_PI_2));
assert!(r1
.transform_point3d(point3(1.0, 2.0, 0.0))
.approx_eq(&point3(2.0, 1.0, 0.0)));
assert!(r2
.transform_point3d(point3(1.0, 0.0, 0.0))
.approx_eq(&point3(0.5, 0.5, -0.5.sqrt())));
// A more arbitrary test (made up with numpy): let r3 = Rotation3D::around_axis(vec3(0.5, 1.0, 2.0), Angle::radians(2.291288));
assert!(r3
.transform_point3d(point3(1.0, 0.0, 0.0))
.approx_eq(&point3(-0.58071821, 0.81401868, -0.01182979)));
}
#[test] fn from_euler() { usecrate::default::Rotation3D; use core::f32::consts::FRAC_PI_2;
// First test simple separate yaw pitch and roll rotations, because it is easy to come // up with the corresponding quaternion. // Since several quaternions can represent the same transformation we compare the result // of transforming a point rather than the values of each quaternions. let p = point3(1.0, 2.0, 3.0);
let angle = Angle::radians(FRAC_PI_2); let zero = Angle::radians(0.0);
// roll let roll_re = Rotation3D::euler(angle, zero, zero); let roll_rq = Rotation3D::around_x(angle); let roll_pe = roll_re.transform_point3d(p); let roll_pq = roll_rq.transform_point3d(p);
// pitch let pitch_re = Rotation3D::euler(zero, angle, zero); let pitch_rq = Rotation3D::around_y(angle); let pitch_pe = pitch_re.transform_point3d(p); let pitch_pq = pitch_rq.transform_point3d(p);
// yaw let yaw_re = Rotation3D::euler(zero, zero, angle); let yaw_rq = Rotation3D::around_z(angle); let yaw_pe = yaw_re.transform_point3d(p); let yaw_pq = yaw_rq.transform_point3d(p);
// Now check that the yaw pitch and roll transformations when combined are applied in // the proper order: roll -> pitch -> yaw. let ypr_e = Rotation3D::euler(angle, angle, angle); let ypr_q = roll_rq.then(&pitch_rq).then(&yaw_rq); let ypr_pe = ypr_e.transform_point3d(p); let ypr_pq = ypr_q.transform_point3d(p);
assert!(ypr_pe.approx_eq(&ypr_pq));
}
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