Fix some comments.
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@ -77,13 +77,8 @@ pub fn floor<N: Real, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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// a * b + c
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// a * b + c
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//}
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//}
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/// Returns the fractional part of `x`.
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pub fn fract<N: Real>(x: N) -> N {
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x.fract()
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}
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/// Returns the fractional part of each component of `x`.
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/// Returns the fractional part of each component of `x`.
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pub fn fract2<N: Real, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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pub fn fract<N: Real, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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where DefaultAllocator: Alloc<N, D> {
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x.map(|x| x.fract())
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x.map(|x| x.fract())
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}
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}
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@ -3,7 +3,7 @@ use na::{Real, Unit, Rotation3, Matrix4, U3, U4};
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use traits::Number;
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use traits::Number;
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use aliases::{Vec, Mat};
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use aliases::{Vec, Mat};
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/// Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in radians.
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/// A rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in radians.
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pub fn rotation<N: Real>(angle: N, v: &Vec<N, U3>) -> Mat<N, U4, U4> {
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pub fn rotation<N: Real>(angle: N, v: &Vec<N, U3>) -> Mat<N, U4, U4> {
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Rotation3::from_axis_angle(&Unit::new_normalize(*v), angle).to_homogeneous()
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Rotation3::from_axis_angle(&Unit::new_normalize(*v), angle).to_homogeneous()
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}
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}
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@ -13,7 +13,7 @@ pub fn scaling<N: Number>(v: &Vec<N, U3>) -> Mat<N, U4, U4> {
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Matrix4::new_nonuniform_scaling(v)
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Matrix4::new_nonuniform_scaling(v)
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}
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}
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/// Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.
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/// A 4 * 4 translation matrix created from the scaling factor on each axis.
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pub fn translation<N: Number>(v: &Vec<N, U3>) -> Mat<N, U4, U4> {
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pub fn translation<N: Number>(v: &Vec<N, U3>) -> Mat<N, U4, U4> {
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Matrix4::new_translation(v)
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Matrix4::new_translation(v)
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}
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}
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@ -8,7 +8,7 @@ extern crate nalgebra as na;
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pub use aliases::*;
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pub use aliases::*;
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pub use constructors::*;
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pub use constructors::*;
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pub use common::{abs, ceil, clamp, clamp2, clamp3, float_bits_to_int, float_bits_to_int_vec, float_bits_to_uint, float_bits_to_uint_vec, floor, fract, fract2, int_bits_to_float, int_bits_to_float_vec, mix, modf, modf_vec, round, sign, smoothstep, step, step_scalar, step_vec, trunc, uint_bits_to_float, uint_bits_to_float_scalar};
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pub use common::{abs, ceil, clamp, clamp2, clamp3, float_bits_to_int, float_bits_to_int_vec, float_bits_to_uint, float_bits_to_uint_vec, floor, fract, int_bits_to_float, int_bits_to_float_vec, mix, modf, modf_vec, round, sign, smoothstep, step, step_scalar, step_vec, trunc, uint_bits_to_float, uint_bits_to_float_scalar};
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pub use geometric::{reflect_vec, cross, distance, dot, faceforward, length, magnitude, normalize, refract_vec};
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pub use geometric::{reflect_vec, cross, distance, dot, faceforward, length, magnitude, normalize, refract_vec};
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pub use matrix::{transpose, determinant, inverse, matrix_comp_mult, outer_product};
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pub use matrix::{transpose, determinant, inverse, matrix_comp_mult, outer_product};
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pub use traits::{Dimension, Number, Alloc};
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pub use traits::{Dimension, Number, Alloc};
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