1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
use approx::{AbsDiffEq, RelativeEq, UlpsEq};
use nalgebra::{Isometry3, Point3, RealField, Unit, UnitQuaternion, Vector3};
use simba::scalar::SubsetOf;

/// Frame wrt camera eye and target.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct Frame<N: Copy + RealField> {
	/// Target position in world space.
	pos: Point3<N>,
	/// Eye rotation from camera to world space around target.
	rot: UnitQuaternion<N>,
	/// Target distance from eye.
	zat: N,
}

impl<N: Copy + RealField> Frame<N> {
	/// Sets eye position inclusive its roll attitude and target position in world space.
	#[must_use]
	pub fn look_at(target: Point3<N>, eye: &Point3<N>, up: &Vector3<N>) -> Self {
		let dir = target - eye;
		Self {
			pos: target,
			rot: UnitQuaternion::face_towards(&-dir, up),
			zat: dir.norm(),
		}
	}
	/// Eye position in world space.
	#[must_use]
	pub fn eye(&self) -> Point3<N> {
		self.pos + self.rot * Vector3::z_axis().into_inner() * self.zat
	}
	/// Sets eye position inclusive its roll attitude in world space preserving target position.
	pub fn set_eye(&mut self, eye: &Point3<N>, up: &Vector3<N>) {
		*self = Self::look_at(self.pos, eye, up);
	}
	/// Target position in world space.
	#[must_use]
	pub const fn target(&self) -> &Point3<N> {
		&self.pos
	}
	/// Sets target position in world space preserving eye position inclusive its roll attitude.
	///
	/// Allows to track a moving object.
	pub fn set_target(&mut self, pos: Point3<N>) {
		let eye = self.eye();
		let (new_dir, zat) = Unit::new_and_get(pos - eye);
		let old_dir = Unit::new_normalize(self.pos - eye);
		let rot = UnitQuaternion::rotation_between_axis(&old_dir, &new_dir)
			.unwrap_or_else(|| UnitQuaternion::from_axis_angle(&self.yaw_axis(), N::pi()));
		let rot = rot * self.rot;
		*self = Self { pos, rot, zat }
	}
	/// Distance between eye and target.
	#[must_use]
	pub const fn distance(&self) -> N {
		self.zat
	}
	/// Sets distance between eye and target preserving target position.
	pub fn set_distance(&mut self, zat: N) {
		self.zat = zat;
	}
	/// Scales distance between eye and target by ratio preserving target position.
	pub fn scale(&mut self, rat: N) {
		self.zat *= rat;
	}
	/// Scales distance between eye and point in camera space by ratio preserving target position.
	pub fn local_scale_around(&mut self, rat: N, pos: &Point3<N>) {
		self.local_slide(&(pos - pos * rat));
		self.scale(rat);
	}
	/// Scales distance between eye and point in world space by ratio preserving target position.
	pub fn scale_around(&mut self, rat: N, pos: &Point3<N>) {
		let pos = pos - self.pos.coords;
		self.slide(&(pos - pos * rat));
		self.scale(rat);
	}
	/// Slides camera eye and target by vector in camera space.
	pub fn local_slide(&mut self, vec: &Vector3<N>) {
		self.pos += self.rot * vec;
	}
	/// Slides camera eye and target by vector in world space.
	pub fn slide(&mut self, vec: &Vector3<N>) {
		self.pos += vec;
	}
	/// Orbits eye by rotation in camera space around target.
	pub fn local_orbit(&mut self, rot: &UnitQuaternion<N>) {
		self.rot *= rot;
	}
	/// Orbits eye by rotation in camera space around point in camera space.
	pub fn local_orbit_around(&mut self, rot: &UnitQuaternion<N>, pos: &Point3<N>) {
		self.local_slide(&(pos - rot * pos));
		self.local_orbit(rot);
	}
	/// Orbits eye by rotation in world space around target.
	pub fn orbit(&mut self, rot: &UnitQuaternion<N>) {
		self.rot = rot * self.rot;
	}
	/// Orbits eye by rotation in world space around point in world space.
	pub fn orbit_around(&mut self, rot: &UnitQuaternion<N>, pos: &Point3<N>) {
		let pos = pos - self.pos.coords;
		self.slide(&(pos - rot * pos));
		self.orbit(rot);
	}
	/// Orbits target around eye by pitch and yaw preserving roll attitude aka first person view.
	///
	/// Use fixed [`Self::yaw_axis()`] by capturing it when entering first person view.
	pub fn look_around(&mut self, pitch: N, yaw: N, yaw_axis: &Unit<Vector3<N>>) {
		let pitch = UnitQuaternion::from_axis_angle(&self.pitch_axis(), pitch);
		let yaw = UnitQuaternion::from_axis_angle(yaw_axis, yaw);
		self.orbit_around(&(yaw * pitch), &self.eye());
	}
	/// Positive x-axis in camera space pointing from left to right.
	#[allow(clippy::unused_self)]
	#[must_use]
	pub fn local_pitch_axis(&self) -> Unit<Vector3<N>> {
		Vector3::x_axis()
	}
	/// Positive y-axis in camera space pointing from bottom to top.
	#[allow(clippy::unused_self)]
	#[must_use]
	pub fn local_yaw_axis(&self) -> Unit<Vector3<N>> {
		Vector3::y_axis()
	}
	/// Positive z-axis in camera space pointing from back to front.
	#[allow(clippy::unused_self)]
	#[must_use]
	pub fn local_roll_axis(&self) -> Unit<Vector3<N>> {
		Vector3::z_axis()
	}
	/// Positive x-axis in world space pointing from left to right.
	#[must_use]
	pub fn pitch_axis(&self) -> Unit<Vector3<N>> {
		self.rot * self.local_pitch_axis()
	}
	/// Positive y-axis in world space pointing from bottom to top.
	#[must_use]
	pub fn yaw_axis(&self) -> Unit<Vector3<N>> {
		self.rot * self.local_yaw_axis()
	}
	/// Positive z-axis in world space pointing from back to front.
	#[must_use]
	pub fn roll_axis(&self) -> Unit<Vector3<N>> {
		self.rot * self.local_roll_axis()
	}
	/// Attempts to interpolate between two frames using linear interpolation for the translation
	/// part, and spherical linear interpolation for the rotation part.
	///
	/// Returns `None` if the angle between both rotations is 180 degrees (in which case the
	/// interpolation is not well-defined).
	///
	/// # Arguments
	///
	///   * `self`: The initial frame to interpolate from.
	///   * `other`: The final frame to interpolate toward.
	///   * `t`: The interpolation parameter between 0 and 1.
	///   * `epsilon`: The value below which the sinus of the angle separating both quaternion
	///     must be to return `None`.
	#[must_use]
	pub fn try_lerp_slerp(&self, other: &Self, t: N, epsilon: N) -> Option<Self> {
		Some(Self {
			pos: self.pos.lerp(&other.pos, t),
			rot: self.rot.try_slerp(&other.rot, t, epsilon)?,
			zat: self.zat * (N::one() - t) + other.zat * t,
		})
	}
	/// Renormalizes eye rotation and returns its norm.
	pub fn renormalize(&mut self) -> N {
		self.rot.renormalize()
	}
	/// View transformation from camera to world space.
	#[must_use]
	pub fn view(&self) -> Isometry3<N> {
		Isometry3::from_parts(
			// Eye position in world space with origin in camera space.
			self.eye().into(),
			// Eye rotation from camera to world space around target.
			self.rot,
		)
	}
	/// Inverse view transformation from world to camera space.
	///
	/// Uses less computations than [`Self::view()`]`.inverse()`.
	#[must_use]
	pub fn inverse_view(&self) -> Isometry3<N> {
		// Eye rotation from world to camera space around target.
		let rot = self.rot.inverse();
		// Eye position in camera space with origin in world space.
		let eye = rot * self.pos + Vector3::z_axis().into_inner() * self.zat;
		// Translate in such a way that the eye position with origin in world space vanishes.
		Isometry3::from_parts((-eye.coords).into(), rot)
	}
	/// Casts components to another type, e.g., between [`f32`] and [`f64`].
	#[must_use]
	pub fn cast<M: Copy + RealField>(self) -> Frame<M>
	where
		N: SubsetOf<M>,
	{
		Frame {
			pos: self.pos.cast(),
			rot: self.rot.cast(),
			zat: self.zat.to_superset(),
		}
	}
}

impl<N: Copy + RealField + AbsDiffEq> AbsDiffEq for Frame<N>
where
	N::Epsilon: Copy,
{
	type Epsilon = N::Epsilon;

	fn default_epsilon() -> N::Epsilon {
		N::default_epsilon()
	}

	fn abs_diff_eq(&self, other: &Self, epsilon: N::Epsilon) -> bool {
		self.pos.abs_diff_eq(&other.pos, epsilon)
			&& self.rot.abs_diff_eq(&other.rot, epsilon)
			&& self.zat.abs_diff_eq(&other.zat, epsilon)
	}
}

impl<N: Copy + RealField + RelativeEq> RelativeEq for Frame<N>
where
	N::Epsilon: Copy,
{
	fn default_max_relative() -> N::Epsilon {
		N::default_max_relative()
	}

	fn relative_eq(&self, other: &Self, epsilon: N::Epsilon, max_relative: N::Epsilon) -> bool {
		self.pos.relative_eq(&other.pos, epsilon, max_relative)
			&& self.rot.relative_eq(&other.rot, epsilon, max_relative)
			&& self.zat.relative_eq(&other.zat, epsilon, max_relative)
	}
}

impl<N: Copy + RealField + UlpsEq> UlpsEq for Frame<N>
where
	N::Epsilon: Copy,
{
	fn default_max_ulps() -> u32 {
		N::default_max_ulps()
	}

	fn ulps_eq(&self, other: &Self, epsilon: N::Epsilon, max_ulps: u32) -> bool {
		self.pos.ulps_eq(&other.pos, epsilon, max_ulps)
			&& self.rot.ulps_eq(&other.rot, epsilon, max_ulps)
			&& self.zat.ulps_eq(&other.zat, epsilon, max_ulps)
	}
}

#[cfg(feature = "rkyv")]
impl<N: Copy + RealField> rkyv::Archive for Frame<N> {
	type Archived = Self;
	type Resolver = ();

	#[inline]
	#[allow(unsafe_code)]
	unsafe fn resolve(&self, _: usize, (): Self::Resolver, out: *mut Self::Archived) {
		out.write(rkyv::to_archived!(*self as Self));
	}
}

#[cfg(feature = "rkyv")]
impl<Ser: rkyv::Fallible + ?Sized, N: Copy + RealField> rkyv::Serialize<Ser> for Frame<N> {
	#[inline]
	fn serialize(&self, _: &mut Ser) -> Result<Self::Resolver, Ser::Error> {
		Ok(())
	}
}

#[cfg(feature = "rkyv")]
impl<De: rkyv::Fallible + ?Sized, N: Copy + RealField> rkyv::Deserialize<Self, De> for Frame<N> {
	#[inline]
	fn deserialize(&self, _: &mut De) -> Result<Self, De::Error> {
		Ok(rkyv::from_archived!(*self))
	}
}