Conversion and transformation functions for Point3d
.
Convert a Point3d
to a Vec3
.
Point3d.toVec3 (Point3d.fromCoordinates ( 2, 1, 3 ))
--> Vector3.vec3 2 1 3
Convert a Point3d
to a Vec4
. The resulting Vec4
will have a W
component of 1 so that it is affected by translation
when performing matrix transformations.
Point3d.toVec4 (Point3d.fromCoordinates ( 2, 1, 3 ))
--> vec4 2 1 3 1
Convert a Vec3
to a Point3d
.
Point3d.fromVec3 (vec3 2 1 3)
--> Point3d.fromCoordinates ( 2, 1, 3 )
Transform a Point3d
by a Mat4
;
point
|> Point3d.transformBy matrix
is equivalent to
point
|> Point3d.toVec3
|> Matrix4.transform matrix
|> Point3d.fromVec3
For example:
point =
Point3d.fromCoordinates ( 2, 1, 3 )
matrix =
Matrix4.makeTranslate3 3 4 5
Point3d.transformBy matrix point
--> Point3d.fromCoordinates ( 5, 5, 8 )
module OpenSolid.Interop.LinearAlgebra.Point3d exposing (fromVec3, toVec3, toVec4, transformBy)
{-| Conversion and transformation functions for `Point3d`.
@docs toVec3, toVec4, fromVec3, transformBy
-}
import Math.Matrix4 exposing (Mat4)
import Math.Vector3 exposing (Vec3)
import Math.Vector4 exposing (Vec4)
import OpenSolid.Point3d as Point3d exposing (Point3d)
{-| Convert a `Point3d` to a `Vec3`.
Point3d.toVec3 (Point3d.fromCoordinates ( 2, 1, 3 ))
--> Vector3.vec3 2 1 3
-}
toVec3 : Point3d -> Vec3
toVec3 point =
Math.Vector3.fromTuple (Point3d.coordinates point)
{-| Convert a `Point3d` to a `Vec4`. The resulting `Vec4` will have a W
component of 1 so that it [is affected by translation](http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/)
when performing matrix transformations.
Point3d.toVec4 (Point3d.fromCoordinates ( 2, 1, 3 ))
--> vec4 2 1 3 1
-}
toVec4 : Point3d -> Vec4
toVec4 point =
let
( x, y, z ) =
Point3d.coordinates point
in
Math.Vector4.vec4 x y z 1
{-| Convert a `Vec3` to a `Point3d`.
Point3d.fromVec3 (vec3 2 1 3)
--> Point3d.fromCoordinates ( 2, 1, 3 )
-}
fromVec3 : Vec3 -> Point3d
fromVec3 vec =
Point3d.fromCoordinates (Math.Vector3.toTuple vec)
{-| Transform a `Point3d` by a `Mat4`;
point
|> Point3d.transformBy matrix
is equivalent to
point
|> Point3d.toVec3
|> Matrix4.transform matrix
|> Point3d.fromVec3
For example:
point =
Point3d.fromCoordinates ( 2, 1, 3 )
matrix =
Matrix4.makeTranslate3 3 4 5
Point3d.transformBy matrix point
--> Point3d.fromCoordinates ( 5, 5, 8 )
-}
transformBy : Mat4 -> Point3d -> Point3d
transformBy matrix point =
let
{ m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44 } =
Math.Matrix4.toRecord matrix
( x, y, z ) =
Point3d.coordinates point
w =
m41 * x + m42 * y + m43 * z + m44
in
Point3d.fromCoordinates
( (m11 * x + m12 * y + m13 * z + m14) / w
, (m21 * x + m22 * y + m23 * z + m24) / w
, (m31 * x + m32 * y + m33 * z + m34) / w
)