Start adding custom matrix and vector types

This commit is contained in:
Matthew Gordon 2020-08-13 23:16:56 -04:00
parent 699c308782
commit 9160251d10
2 changed files with 155 additions and 3 deletions

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@ -6,9 +6,8 @@ pub mod colour;
pub mod image;
pub mod integrators;
pub mod materials;
/// Import triangle meshes from model files such as .obj
pub mod matrix;
pub mod mesh;
/// Core raycasting and geometry primitives
pub mod raycasting;
pub mod realtype;
pub mod sampler;
@ -18,4 +17,3 @@ pub mod util;
pub use camera::partial_render_scene;
use realtype::Real;

154
src/matrix.rs Normal file
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@ -0,0 +1,154 @@
use std::ops::{Add, AddAssign, Sub, SubAssign};
#[derive(PartialEq, Debug)]
pub struct Vec3 {
coords: [f64; 3],
}
impl Vec3 {
pub fn new(x: f64, y: f64, z: f64) -> Self {
Vec3 { coords: [x, y, z] }
}
pub fn x(&self) -> f64 {
self.coords[0]
}
pub fn y(&self) -> f64 {
self.coords[1]
}
pub fn z(&self) -> f64 {
self.coords[2]
}
pub fn dot(&self, rhs: &Vec3) -> f64 {
self.coords
.iter()
.zip(rhs.coords.iter())
.map(|(a_elem, b_elem)| a_elem * b_elem)
.sum()
}
pub fn cross(&self, rhs: &Vec3) -> Vec3 {
let x = self.y() * rhs.z() - self.z() * rhs.y();
let y = self.z() * rhs.x() - self.x() * rhs.z();
let z = self.x() * rhs.y() - self.y() * rhs.x();
Vec3 { coords: [x, y, z] }
}
}
impl Add for Vec3 {
type Output = Self;
fn add(self, other: Self) -> Self {
let x = self.x() + other.x();
let y = self.y() + other.y();
let z = self.z() + other.z();
Vec3 { coords: [x, y, z] }
}
}
impl AddAssign for Vec3 {
fn add_assign(&mut self, other: Self) {
for (a, b) in self.coords.iter_mut().zip(other.coords.iter()) {
*a += b;
}
}
}
impl Sub for Vec3 {
type Output = Self;
fn sub(self, other: Self) -> Self {
let x = self.x() - other.x();
let y = self.y() - other.y();
let z = self.z() - other.z();
Vec3 { coords: [x, y, z] }
}
}
impl SubAssign for Vec3 {
fn sub_assign(&mut self, other: Self) {
for (a, b) in self.coords.iter_mut().zip(other.coords.iter()) {
*a -= b;
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[cfg(test)]
mod vec3 {
use super::*;
#[test]
fn x_returns_first_element() {
let target = Vec3::new(1.0, 2.0, 3.0);
assert!(target.x() == 1.0);
}
#[test]
fn y_returns_second_element() {
let target = Vec3::new(1.0, 2.0, 3.0);
assert!(target.y() == 2.0);
}
#[test]
fn z_returns_third_element() {
let target = Vec3::new(1.0, 2.0, 3.0);
assert!(target.z() == 3.0);
}
#[test]
fn dot_product_returns_correct_result() {
let a = Vec3::new(1.0, 2.0, 3.0);
let b = Vec3::new(4.0, 5.0, 6.0);
assert!(a.dot(&b) == 32.0);
}
#[test]
fn cross_product_returns_correct_result() {
let a = Vec3::new(1.0, 2.0, 3.0);
let b = Vec3::new(4.0, 5.0, 6.0);
let c = Vec3::new(-3.0, 6.0, -3.0);
assert!(a.cross(&b) == c);
}
#[test]
fn add_returns_correct_result() {
let a = Vec3::new(1.0, 2.0, 3.0);
let b = Vec3::new(4.0, 5.0, 6.0);
let c = Vec3::new(5.0, 7.0, 9.0);
assert!(a + b == c);
}
#[test]
fn add_assign_returns_correct_result() {
let mut a = Vec3::new(1.0, 2.0, 3.0);
let b = Vec3::new(4.0, 5.0, 6.0);
let c = Vec3::new(5.0, 7.0, 9.0);
a += b;
assert!(a == c);
}
#[test]
fn sub_returns_correct_result() {
let a = Vec3::new(1.0, 2.0, 3.0);
let b = Vec3::new(4.0, 6.0, 8.0);
let c = Vec3::new(-3.0, -4.0, -5.0);
assert!(a - b == c);
}
#[test]
fn sub_assign_returns_correct_result() {
let mut a = Vec3::new(1.0, 2.0, 3.0);
let b = Vec3::new(4.0, 6.0, 8.0);
let c = Vec3::new(-3.0, -4.0, -5.0);
a -= b;
assert!(a == c);
}
}
}