Start adding some gtx functions.
This commit is contained in:
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a827e2d95f
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@ -4,3 +4,6 @@
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* equal overload with epsilon -> equal_epsilon
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* ortho(l, r, b, t) -> infinite_ortho
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* tweaked_infinite_perspective(fovy, aspect, near, ep) -> tweaked_infinite_perspective_ep
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* Function overload: the vec version is suffixed by _vec
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* Function overload: the methods taking an epsilon as suffixed by _eps
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* L1Norm and L2Norm between two vectors have been renamed: l1_distance, l2_distance
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@ -1,209 +1,202 @@
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use na::{Scalar, DefaultAllocator};
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use std::mem;
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use num::FromPrimitive;
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use na::{self, Scalar, Real, DefaultAllocator};
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use aliases::Vec;
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use traits::{Dimension, Alloc};
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use aliases::{Vec, Mat};
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use traits::{Number, Dimension, Alloc};
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pub fn abs<T>(x: T) -> T {
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unimplemented!()
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pub fn abs<N: Number, R: Dimension, C: Dimension>(x: &Mat<N, R, C>) -> Mat<N, R, C>
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where DefaultAllocator: Alloc<N, R, C> {
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x.abs()
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}
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pub fn abs2<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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pub fn ceil<N: Real, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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x.map(|x| x.ceil())
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}
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pub fn ceil<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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pub fn clamp<N: Number>(x: N, minVal: N, maxVal: N) -> N {
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na::clamp(x, minVal, maxVal)
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}
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pub fn clamp2<N: Number, D: Dimension>(x: &Vec<N, D>,minVal: N, maxVal: N) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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x.map(|x| na::clamp(x, minVal, maxVal))
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}
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pub fn clamp<T>(x: T, minVal: T, maxVal: T) -> T {
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unimplemented!()
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}
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pub fn clamp2<N: Scalar, D: Dimension>(x: &Vec<N, D>,minVal: N, maxVal: N) -> Vec<N, D>
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pub fn clamp3<N: Number, D: Dimension>(x: &Vec<N, D>, minVal: &Vec<N, D>, maxVal: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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na::clamp(x.clone(), minVal.clone(), maxVal.clone())
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}
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pub fn clamp3<N: Scalar, D: Dimension>(x: &Vec<N, D>, minVal: &Vec<N, D>, maxVal: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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pub fn float_bits_to_int(v: f32) -> i32 {
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unsafe { mem::transmute(v) }
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}
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pub fn floatBitsToInt(v: f32) -> i32 {
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unimplemented!()
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}
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pub fn floatBitsToInt2<D: Dimension>(v: Vec<f32, D>) -> Vec<i32, D>
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pub fn float_bits_to_int_vec<D: Dimension>(v: Vec<f32, D>) -> Vec<i32, D>
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where DefaultAllocator: Alloc<f32, D> {
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unimplemented!()
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v.map(|v| float_bits_to_int(v))
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}
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pub fn floatBitsToUint(v: f32) -> u32 {
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unimplemented!()
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pub fn float_bits_to_uint(v: f32) -> u32 {
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unsafe { mem::transmute(v) }
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}
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pub fn floatBitsToUint2<D: Dimension>(v: &Vec<f32, D>) -> Vec<u32, D>
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pub fn float_bits_to_uint_vec<D: Dimension>(v: &Vec<f32, D>) -> Vec<u32, D>
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where DefaultAllocator: Alloc<f32, D> {
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unimplemented!()
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v.map(|v| float_bits_to_uint(v))
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}
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pub fn floor<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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pub fn floor<N: Real, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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}
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pub fn fma<T>(a: T, b: T, c: T) -> T {
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unimplemented!()
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x.map(|x| x.floor())
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}
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pub fn fract<T>(x: T) -> T {
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unimplemented!()
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// FIXME: should be implemented for Vec/Mat?
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pub fn fma<N: Number>(a: N, b: N, c: N) -> N {
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// FIXME: use an actual FMA
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a * b + c
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}
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pub fn fract2<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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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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pub fn fract2<N: Real, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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x.map(|x| x.fract())
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}
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//// FIXME: should be implemented for Vec/Mat?
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///// Returns the (significant, exponent) of this float number.
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//pub fn frexp<N: Real>(x: N, exp: N) -> (N, N) {
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// // FIXME: is there a better approach?
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// let e = x.log2().ceil();
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// (x * (-e).exp2(), e)
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//}
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pub fn int_bits_to_float(v: i32) -> f32 {
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unsafe { mem::transmute(v) }
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}
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pub fn frexp<T, I>(x: T, exp: I) -> T {
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unimplemented!()
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}
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pub fn intBitsToFloat<N: Scalar, D: Dimension>(v: i32) -> f32 {
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unimplemented!()
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}
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pub fn intBitsToFloat2<D: Dimension>(v: &Vec<u32, D>) -> Vec<f32, D>
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pub fn int_bits_to_float_vec<D: Dimension>(v: &Vec<i32, D>) -> Vec<f32, D>
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where DefaultAllocator: Alloc<f32, D> {
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unimplemented!()
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v.map(|v| int_bits_to_float(v))
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}
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pub fn isinf<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<bool, D>
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//pub fn isinf<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<bool, D>
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// where DefaultAllocator: Alloc<N, D> {
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// unimplemented!()
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//
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//}
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//
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//pub fn isnan<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<bool, D>
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// where DefaultAllocator: Alloc<N, D> {
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// unimplemented!()
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//
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//}
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///// Returns the (significant, exponent) of this float number.
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//pub fn ldexp<N: Real>(x: N, exp: N) -> N {
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// // FIXME: is there a better approach?
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// x * (exp).exp2()
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//}
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pub fn max<N: Number>(x: N, y: N) -> N {
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na::sup(&x, &y)
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}
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pub fn max2<N: Number, D: Dimension>(x: &Vec<N, D>, y: N) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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x.map(|x| na::sup(&x, &y))
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}
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pub fn isnan<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<bool, D>
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pub fn max3<N: Number, D: Dimension>(x: &Vec<N, D>, y: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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na::sup(x, y)
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}
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pub fn ldexp<T, I>(x: T, exp: I) -> T {
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unimplemented!()
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pub fn min<N: Number>(x: N, y: N) -> N {
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na::inf(&x, &y)
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}
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pub fn max<T>(x: T, y: T) -> T {
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unimplemented!()
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}
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pub fn max2<N: Scalar, D: Dimension>(x: &Vec<N, D>,y: N) -> Vec<N, D>
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pub fn min2<N: Number, D: Dimension>(x: &Vec<N, D>,y: N) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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x.map(|x| na::inf(&x, &y))
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}
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pub fn max3<N: Scalar, D: Dimension>(x: &Vec<N, D>, y: &Vec<N, D>) -> Vec<N, D>
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pub fn min3<N: Number, D: Dimension>(x: &Vec<N, D>, y: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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}
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pub fn min<T>(x: T, y: T) -> T {
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unimplemented!()
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na::inf(x, y)
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}
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pub fn min2<N: Scalar, D: Dimension>(x: &Vec<N, D>,y: N) -> Vec<N, D>
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pub fn mix<N: Number>(x: N, y: N, a: N) -> N {
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x * (N::one() - a) + y * a
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}
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pub fn mod_<N: Number, D: Dimension>(x: &Vec<N, D>, y: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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x.zip_map(y, |x, y| x % y)
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}
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pub fn min3<N: Scalar, D: Dimension>(x: &Vec<N, D>, y: &Vec<N, D>) -> Vec<N, D>
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pub fn modf<N: Number>(x: N, i: N) -> N {
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x % i
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}
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pub fn round<N: Real, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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}
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pub fn mix<T>(x: T, y: T, a: T) -> T {
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unimplemented!()
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x.map(|x| x.round())
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}
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pub fn mod_<N: Scalar, D: Dimension>(x: &Vec<N, D>, y: &Vec<N, D>) -> Vec<N, D>
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//pub fn roundEven<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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// where DefaultAllocator: Alloc<N, D> {
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// unimplemented!()
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//}
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pub fn sign<N: Number, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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}
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pub fn modf<T>(x: T, i: &T) -> T {
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unimplemented!()
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x.map(|x| x.signum())
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}
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pub fn round<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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pub fn smoothstep<N: Number>(edge0: N, edge1: N, x: N) -> N {
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let _3: N = FromPrimitive::from_f64(3.0).unwrap();
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let _2: N = FromPrimitive::from_f64(2.0).unwrap();
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let t = na::clamp((x - edge0) / (edge1 - edge0), N::zero(), N::one());
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t * t * (_3 - t * _2)
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}
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pub fn step<N: Number>(edge: N, x: N) -> N {
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if edge > x {
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N::zero()
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} else {
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N::one()
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}
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}
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pub fn step2<N: Number, D: Dimension>(edge: N, x: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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x.map(|x| step(edge, x))
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}
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pub fn roundEven<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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pub fn step3<N: Number, D: Dimension>(edge: &Vec<N, D>, x: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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edge.zip_map(x, |edge, x| step(edge, x))
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}
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pub fn sign<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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pub fn trunc<N: Real, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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x.map(|x| x.trunc())
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}
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pub fn uint_bits_to_float(v: u32) -> f32 {
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unsafe { mem::transmute(v) }
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}
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pub fn smoothstep<T>(edge0: T, edge1: T, x: T) -> T {
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unimplemented!()
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}
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pub fn step<T>(edge: T, x: T) -> T {
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unimplemented!()
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}
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pub fn step2<N: Scalar, D: Dimension>(edge: N, x: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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}
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pub fn step3<N: Scalar, D: Dimension>(edge: &Vec<N, D>, x: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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}
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pub fn trunc<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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unimplemented!()
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}
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pub fn uintBitsToFloat(v: u32) -> f32 {
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unimplemented!()
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}
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pub fn uintBitsToFloat2<D: Dimension>(v: &Vec<u32, D>) -> Vec<f32, D>
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pub fn uint_bits_to_float_vec<D: Dimension>(v: &Vec<u32, D>) -> Vec<f32, D>
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where DefaultAllocator: Alloc<f32, D> {
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unimplemented!()
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v.map(|v| uint_bits_to_float(v))
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}
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@ -1,32 +1,67 @@
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use na::{Real, U2, U3, U4};
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use na::{self, Real, U2, U3, U4, Vector3, Vector4, Matrix4};
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use aliases::{Mat, Vec};
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pub fn pickMatrix<N: Real>(center: &Vec<N, U2>, delta: &Vec<N, U2>, viewport: &Vec<N, U4>) -> Mat<N, U4, U4> {
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unimplemented!()
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pub fn pick_matrix<N: Real>(center: &Vec<N, U2>, delta: &Vec<N, U2>, viewport: &Vec<N, U4>) -> Mat<N, U4, U4> {
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let shift = Vector3::new(
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(viewport.z - (center.x - viewport.x) * na::convert(2.0)) / delta.x,
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(viewport.w - (center.y - viewport.y) * na::convert(2.0)) / delta.y,
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N::zero()
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);
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let result = Matrix4::new_translation(&shift);
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result.prepend_nonuniform_scaling(&Vector3::new(viewport.z / delta.x, viewport.w / delta.y, N::one()))
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}
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pub fn project<N: Real>(obj: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
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unimplemented!()
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project_no(obj, model, proj, viewport)
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}
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pub fn projectNO<N: Real>(obj: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
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unimplemented!()
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pub fn project_no<N: Real>(obj: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
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let proj = project_zo(obj, model, proj, viewport);
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Vector3::new(proj.x, proj.y, proj.z * na::convert(0.5) + na::convert(0.5))
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}
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pub fn projectZO<N: Real>(obj: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
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unimplemented!()
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pub fn project_zo<N: Real>(obj: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
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let mut normalized = proj * model * Vector4::new(obj.x, obj.y, obj.z, N::one());
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let scale = N::one() / normalized.w;
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Vector3::new(
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viewport.x + (viewport.z * (normalized.x * scale + N::one()) * na::convert(0.5)),
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viewport.y + (viewport.w * (normalized.y * scale + N::one()) * na::convert(0.5)),
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normalized.z * scale,
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)
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}
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pub fn unProject<N: Real>(win: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
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unimplemented!()
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pub fn unproject<N: Real>(win: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
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unproject_no(win, model, proj, viewport)
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}
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pub fn unProjectNO<N: Real>(win: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
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unimplemented!()
|
||||
pub fn unproject_no<N: Real>(win: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
|
||||
let _2: N = na::convert(2.0);
|
||||
let transform = (proj * model).try_inverse().unwrap_or(Matrix4::zeros());
|
||||
let pt = Vector4::new(
|
||||
_2 * (win.x - viewport.x) / viewport.z - N::one(),
|
||||
_2 * (win.y - viewport.y) / viewport.w - N::one(),
|
||||
_2 * win.z - N::one(),
|
||||
N::one(),
|
||||
);
|
||||
|
||||
let result = transform * pt;
|
||||
result.fixed_rows::<U3>(0) / result.w
|
||||
}
|
||||
|
||||
pub fn unProjectZO<N: Real>(win: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
|
||||
unimplemented!()
|
||||
pub fn unproject_zo<N: Real>(win: &Vec<N, U3>, model: &Mat<N, U4, U4>, proj: &Mat<N, U4, U4>, viewport: Vec<N, U4>) -> Vec<N, U3> {
|
||||
let _2: N = na::convert(2.0);
|
||||
let transform = (proj * model).try_inverse().unwrap_or(Matrix4::zeros());
|
||||
let pt = Vector4::new(
|
||||
_2 * (win.x - viewport.x) / viewport.z - N::one(),
|
||||
_2 * (win.y - viewport.y) / viewport.w - N::one(),
|
||||
win.z,
|
||||
N::one(),
|
||||
);
|
||||
|
||||
let result = transform * pt;
|
||||
result.fixed_rows::<U3>(0) / result.w
|
||||
}
|
|
@ -26,9 +26,9 @@ pub fn rotate<N: Real>(m: &Mat<N, U4, U4>, angle: N, axis: &Vec<N, U3>) -> Mat<N
|
|||
}
|
||||
|
||||
pub fn scale<N: Number>(m: &Mat<N, U4, U4>, v: &Vec<N, U3>) -> Mat<N, U4, U4> {
|
||||
m.append_nonuniform_scaling(v)
|
||||
m.prepend_nonuniform_scaling(v)
|
||||
}
|
||||
|
||||
pub fn translate<N: Number>(m: &Mat<N, U4, U4>, v: &Vec<N, U3>) -> Mat<N, U4, U4> {
|
||||
m.append_translation(v)
|
||||
m.prepend_translation(v)
|
||||
}
|
||||
|
|
|
@ -1,41 +1,19 @@
|
|||
use na::Scalar;
|
||||
use na;
|
||||
|
||||
pub fn fmax<N: Scalar>(a: N, b: N) -> N {
|
||||
unimplemented!()
|
||||
use traits::Number;
|
||||
|
||||
pub fn max3<N: Number>(a: N, b: N, c: N) -> N {
|
||||
na::sup(&na::sup(&a, &b), &c)
|
||||
}
|
||||
|
||||
pub fn fmax3<N: Scalar>(a: N, b: N, C: N) -> N {
|
||||
unimplemented!()
|
||||
pub fn max4<N: Number>(a: N, b: N, c: N, d: N) -> N {
|
||||
na::sup(&na::sup(&a, &b), &na::sup(&c, &d))
|
||||
}
|
||||
|
||||
pub fn fmax4<N: Scalar>(a: N, b: N, C: N, D: N) -> N {
|
||||
unimplemented!()
|
||||
pub fn min3<N: Number>(a: N, b: N, c: N) -> N {
|
||||
na::inf(&na::inf(&a, &b), &c)
|
||||
}
|
||||
|
||||
pub fn fmin<N: Scalar>(a: N, b: N) -> N {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn fmin3<N: Scalar>(a: N, b: N, c: N) -> N {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn fmin4<N: Scalar>(a: N, b: N, c: N, d: N) -> N {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn max3<N: Scalar>(a: N, b: N, c: N) -> N {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn max4<N: Scalar>(a: N, b: N, c: N, d: N) -> N {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn min3<N: Scalar>(a: N, b: N, c: N) -> N {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn min4<N: Scalar>(a: N, b: N, c: N, d: N) -> N {
|
||||
unimplemented!()
|
||||
pub fn min4<N: Number>(a: N, b: N, c: N, d: N) -> N {
|
||||
na::inf(&na::inf(&a, &b), &na::inf(&c, &d))
|
||||
}
|
|
@ -1,18 +1,18 @@
|
|||
use na::{Scalar, DefaultAllocator};
|
||||
//use na::{Scalar, DefaultAllocator};
|
||||
//
|
||||
//use traits::{Alloc, Dimension};
|
||||
//use aliases::Vec;
|
||||
|
||||
use traits::{Alloc, Dimension};
|
||||
use aliases::Vec;
|
||||
|
||||
pub fn iround<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<i64, D>
|
||||
where DefaultAllocator: Alloc<N, D> {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn log2<I>(x: I) -> I {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn uround<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<u64, D>
|
||||
where DefaultAllocator: Alloc<N, D> {
|
||||
unimplemented!()
|
||||
}
|
||||
//pub fn iround<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<i32, D>
|
||||
// where DefaultAllocator: Alloc<N, D> {
|
||||
// x.map(|x| x.round())
|
||||
//}
|
||||
//
|
||||
//pub fn log2<I>(x: I) -> I {
|
||||
// unimplemented!()
|
||||
//}
|
||||
//
|
||||
//pub fn uround<N: Scalar, D: Dimension>(x: &Vec<N, D>) -> Vec<u32, D>
|
||||
// where DefaultAllocator: Alloc<N, D> {
|
||||
// unimplemented!()
|
||||
//}
|
|
@ -0,0 +1,28 @@
|
|||
use na::{self, Scalar, Real, DefaultAllocator};
|
||||
|
||||
use traits::{Number, Alloc, Dimension};
|
||||
use aliases::Mat;
|
||||
|
||||
|
||||
pub fn comp_add<N: Number, R: Dimension, C: Dimension>(m: &Mat<N, R, C>) -> N
|
||||
where DefaultAllocator: Alloc<N, R, C> {
|
||||
m.iter().fold(N::zero(), |x, y| x + *y)
|
||||
}
|
||||
|
||||
pub fn comp_max<N: Number, R: Dimension, C: Dimension>(m: &Mat<N, R, C>) -> N
|
||||
where DefaultAllocator: Alloc<N, R, C> {
|
||||
m.iter().fold(N::min_value(), |x, y| na::sup(&x, y))
|
||||
}
|
||||
|
||||
pub fn comp_min<N: Number, R: Dimension, C: Dimension>(m: &Mat<N, R, C>) -> N
|
||||
where DefaultAllocator: Alloc<N, R, C> {
|
||||
m.iter().fold(N::max_value(), |x, y| na::inf(&x, y))
|
||||
}
|
||||
|
||||
pub fn comp_mul<N: Number, R: Dimension, C: Dimension>(m: &Mat<N, R, C>) -> N
|
||||
where DefaultAllocator: Alloc<N, R, C> {
|
||||
m.iter().fold(N::one(), |x, y| x * *y)
|
||||
}
|
||||
|
||||
//pub fn vec< L, floatType, Q > compNormalize (vec< L, T, Q > const &v)
|
||||
//pub fn vec< L, T, Q > compScale (vec< L, floatType, Q > const &v)
|
|
@ -0,0 +1,41 @@
|
|||
pub fn mat< 4, 4, T, defaultp > derivedEulerAngleX (T const &angleX, T const &angularVelocityX)
|
||||
pub fn mat< 4, 4, T, defaultp > derivedEulerAngleY (T const &angleY, T const &angularVelocityY)
|
||||
pub fn mat< 4, 4, T, defaultp > derivedEulerAngleZ (T const &angleZ, T const &angularVelocityZ)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleX (T const &angleX)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleXY (T const &angleX, T const &angleY)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleXYX (T const &t1, T const &t2, T const &t3)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleXYZ (T const &t1, T const &t2, T const &t3)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleXZ (T const &angleX, T const &angleZ)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleXZX (T const &t1, T const &t2, T const &t3)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleXZY (T const &t1, T const &t2, T const &t3)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleY (T const &angleY)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleYX (T const &angleY, T const &angleX)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleYXY (T const &t1, T const &t2, T const &t3)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleYXZ (T const &yaw, T const &pitch, T const &roll)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleYZ (T const &angleY, T const &angleZ)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleYZX (T const &t1, T const &t2, T const &t3)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleYZY (T const &t1, T const &t2, T const &t3)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleZ (T const &angleZ)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleZX (T const &angle, T const &angleX)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleZXY (T const &t1, T const &t2, T const &t3)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleZXZ (T const &t1, T const &t2, T const &t3)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleZY (T const &angleZ, T const &angleY)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleZYX (T const &t1, T const &t2, T const &t3)
|
||||
pub fn mat< 4, 4, T, defaultp > eulerAngleZYZ (T const &t1, T const &t2, T const &t3)
|
||||
pub fn void extractEulerAngleXYX (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
|
||||
pub fn void extractEulerAngleXYZ (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
|
||||
pub fn void extractEulerAngleXZX (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
|
||||
pub fn void extractEulerAngleXZY (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
|
||||
pub fn void extractEulerAngleYXY (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
|
||||
pub fn void extractEulerAngleYXZ (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
|
||||
pub fn void extractEulerAngleYZX (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
|
||||
pub fn void extractEulerAngleYZY (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
|
||||
pub fn void extractEulerAngleZXY (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
|
||||
pub fn void extractEulerAngleZXZ (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
|
||||
pub fn void extractEulerAngleZYX (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
|
||||
pub fn void extractEulerAngleZYZ (mat< 4, 4, T, defaultp > const &M, T &t1, T &t2, T &t3)
|
||||
pub fn mat< 2, 2, T, defaultp > orientate2 (T const &angle)
|
||||
pub fn mat< 3, 3, T, defaultp > orientate3 (T const &angle)
|
||||
pub fn mat< 3, 3, T, Q > orientate3 (vec< 3, T, Q > const &angles)
|
||||
pub fn mat< 4, 4, T, Q > orientate4 (vec< 3, T, Q > const &angles)
|
||||
pub fn mat< 4, 4, T, defaultp > yawPitchRoll (T const &yaw, T const &pitch, T const &roll)
|
|
@ -0,0 +1,8 @@
|
|||
use na::U2;
|
||||
|
||||
use traits::Number;
|
||||
use aliases::Vec;
|
||||
|
||||
pub fn cross<N: Number>(v: &Vec<N, U2>, u: &Vec<N, U2>) -> N {
|
||||
v.perp(u)
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
use na::U3;
|
||||
|
||||
use traits::Number;
|
||||
use aliases::Vec;
|
||||
|
||||
pub fn left_handed<N: Number>(a: &Vec<N, U3>, b: &Vec<N, U3>, c: &Vec<N, U3>) -> bool {
|
||||
a.cross(b).dot(c) < N::zero()
|
||||
}
|
||||
|
||||
pub fn right_handed<N: Number>(a: &Vec<N, U3>, b: &Vec<N, U3>, c: &Vec<N, U3>) -> bool {
|
||||
a.cross(b).dot(c) > N::zero()
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
use na::{self, Real, U3, U4, Matrix4};
|
||||
|
||||
use aliases::{Vec, Mat};
|
||||
|
||||
pub fn matrix_cross3<N: Real>(x: &Vec<N, U3>) -> Mat<N, U3, U3> {
|
||||
x.cross_matrix()
|
||||
}
|
||||
|
||||
pub fn matrix_cross4<N: Real>(x: &Vec<N, U3>) -> Mat<N, U4, U4> {
|
||||
let m = x.cross_matrix();
|
||||
|
||||
// FIXME: use a dedicated constructor from Matrix3 to Matrix4.
|
||||
Matrix4::new(
|
||||
m.m11, m.m12, m.m13, N::zero(),
|
||||
m.m21, m.m22, m.m23, N::zero(),
|
||||
m.m31, m.m32, m.m33, N::zero(),
|
||||
N::zero(), N::zero(), N::zero(), N::one(),
|
||||
)
|
||||
}
|
|
@ -0,0 +1,42 @@
|
|||
use na::{Matrix2, Matrix2x3, Matrix2x4, Matrix3, Matrix3x2, Matrix3x4, Matrix4, Matrix4x2, Matrix4x3,
|
||||
U2, U3, U4};
|
||||
|
||||
use traits::Number;
|
||||
use aliases::{Vec, Mat};
|
||||
|
||||
|
||||
pub fn diagonal2x2<N: Number>(v: &Vec<N, U2>) -> Mat<N, U2, U2> {
|
||||
Matrix2::from_diagonal(v)
|
||||
}
|
||||
|
||||
pub fn diagonal2x3<N: Number>(v: &Vec<N, U2>) -> Mat<N, U2, U3> {
|
||||
Matrix2x3::from_partial_diagonal(v.as_slice())
|
||||
}
|
||||
|
||||
pub fn diagonal2x4<N: Number>(v: &Vec<N, U2>) -> Mat<N, U2, U4> {
|
||||
Matrix2x4::from_partial_diagonal(v.as_slice())
|
||||
}
|
||||
|
||||
pub fn diagonal3x2<N: Number>(v: &Vec<N, U3>) -> Mat<N, U3, U2> {
|
||||
Matrix3x2::from_partial_diagonal(v.as_slice())
|
||||
}
|
||||
|
||||
pub fn diagonal3x3<N: Number>(v: &Vec<N, U3>) -> Mat<N, U3, U3> {
|
||||
Matrix3::from_diagonal(v)
|
||||
}
|
||||
|
||||
pub fn diagonal3x4<N: Number>(v: &Vec<N, U3>) -> Mat<N, U3, U4> {
|
||||
Matrix3x4::from_partial_diagonal(v.as_slice())
|
||||
}
|
||||
|
||||
pub fn diagonal4x2<N: Number>(v: &Vec<N, U4>) -> Mat<N, U4, U2> {
|
||||
Matrix4x2::from_partial_diagonal(v.as_slice())
|
||||
}
|
||||
|
||||
pub fn diagonal4x3<N: Number>(v: &Vec<N, U4>) -> Mat<N, U4, U3> {
|
||||
Matrix4x3::from_partial_diagonal(v.as_slice())
|
||||
}
|
||||
|
||||
pub fn diagonal4x4<N: Number>(v: &Vec<N, U4>) -> Mat<N, U4, U4> {
|
||||
Matrix4::from_diagonal(v)
|
||||
}
|
|
@ -0,0 +1,44 @@
|
|||
use na::{Real, DefaultAllocator};
|
||||
|
||||
use traits::{Alloc, Dimension};
|
||||
use aliases::Vec;
|
||||
|
||||
pub fn distance2<N: Real, D: Dimension>(p0: &Vec<N, D>, p1: &Vec<N, D>) -> N
|
||||
where DefaultAllocator: Alloc<N, D> {
|
||||
(p1 - p0).norm_squared()
|
||||
}
|
||||
|
||||
pub fn l1_distance<N: Real, D: Dimension>(x: &Vec<N, D>, y: &Vec<N, D>) -> N
|
||||
where DefaultAllocator: Alloc<N, D> {
|
||||
l1_norm(&(x - y))
|
||||
}
|
||||
|
||||
pub fn l1_norm<N: Real, D: Dimension>(v: &Vec<N, D>) -> N
|
||||
where DefaultAllocator: Alloc<N, D> {
|
||||
::comp_add(&v.abs())
|
||||
}
|
||||
|
||||
pub fn l2_distance<N: Real, D: Dimension>(x: &Vec<N, D>, y: &Vec<N, D>) -> N
|
||||
where DefaultAllocator: Alloc<N, D> {
|
||||
l2_norm(&(y - x))
|
||||
}
|
||||
|
||||
pub fn l2_norm<N: Real, D: Dimension>(x: &Vec<N, D>) -> N
|
||||
where DefaultAllocator: Alloc<N, D> {
|
||||
x.norm()
|
||||
}
|
||||
|
||||
pub fn length2<N: Real, D: Dimension>(x: &Vec<N, D>) -> N
|
||||
where DefaultAllocator: Alloc<N, D> {
|
||||
x.norm_squared()
|
||||
}
|
||||
|
||||
//pub fn lxNorm<N: Real, D: Dimension>(x: &Vec<N, D>, y: &Vec<N, D>, unsigned int Depth) -> N
|
||||
// where DefaultAllocator: Alloc<N, D> {
|
||||
// unimplemented!()
|
||||
//}
|
||||
//
|
||||
//pub fn lxNorm<N: Real, D: Dimension>(x: &Vec<N, D>, unsigned int Depth) -> N
|
||||
// where DefaultAllocator: Alloc<N, D> {
|
||||
// unimplemented!()
|
||||
//}
|
|
@ -0,0 +1,7 @@
|
|||
use na::{Real, U3};
|
||||
|
||||
use aliases::Vec;
|
||||
|
||||
pub fn triangleNormal<N: Real>(p1: &Vec<N, U3>, p2: &Vec<N, U3>, p3: &Vec<N, U3>) -> Vec<N, U3> {
|
||||
(p2 - p1).cross(&(p3 - p1)).normalize()
|
||||
}
|
|
@ -0,0 +1,17 @@
|
|||
use na::{Real, DefaultAllocator};
|
||||
|
||||
use traits::{Dimension, Alloc};
|
||||
use aliases::Vec;
|
||||
|
||||
|
||||
pub fn fastNormalizeDot<N: Real, D: Dimension>(x: &Vec<N, D>, y: &Vec<N, D>) -> N
|
||||
where DefaultAllocator: Alloc<N, D> {
|
||||
// XXX: improve those.
|
||||
x.normalize().dot(&y.normalize())
|
||||
}
|
||||
|
||||
pub fn normalizeDot<N: Real, D: Dimension>(x: &Vec<N, D>, y: &Vec<N, D>) -> N
|
||||
where DefaultAllocator: Alloc<N, D> {
|
||||
// XXX: improve those.
|
||||
x.normalize().dot(&y.normalize())
|
||||
}
|
|
@ -0,0 +1,16 @@
|
|||
pub fn vec< 3, T, Q > cross (qua< T, Q > const &q, vec< 3, T, Q > const &v)
|
||||
pub fn vec< 3, T, Q > cross (vec< 3, T, Q > const &v, qua< T, Q > const &q)
|
||||
pub fn T extractRealComponent (qua< T, Q > const &q)
|
||||
pub fn qua< T, Q > fastMix (qua< T, Q > const &x, qua< T, Q > const &y, T const &a)
|
||||
pub fn qua< T, Q > intermediate (qua< T, Q > const &prev, qua< T, Q > const &curr, qua< T, Q > const &next)
|
||||
pub fn T length2 (qua< T, Q > const &q)
|
||||
pub fn qua< T, Q > quat_identity ()
|
||||
pub fn vec< 3, T, Q > rotate (qua< T, Q > const &q, vec< 3, T, Q > const &v)
|
||||
pub fn vec< 4, T, Q > rotate (qua< T, Q > const &q, vec< 4, T, Q > const &v)
|
||||
pub fn qua< T, Q > rotation (vec< 3, T, Q > const &orig, vec< 3, T, Q > const &dest)
|
||||
pub fn qua< T, Q > shortMix (qua< T, Q > const &x, qua< T, Q > const &y, T const &a)
|
||||
pub fn qua< T, Q > squad (qua< T, Q > const &q1, qua< T, Q > const &q2, qua< T, Q > const &s1, qua< T, Q > const &s2, T const &h)
|
||||
pub fn mat< 3, 3, T, Q > toMat3 (qua< T, Q > const &x)
|
||||
pub fn mat< 4, 4, T, Q > toMat4 (qua< T, Q > const &x)
|
||||
pub fn qua< T, Q > toQuat (mat< 3, 3, T, Q > const &x)
|
||||
pub fn qua< T, Q > toQuat (mat< 4, 4, T, Q > const &x)
|
|
@ -0,0 +1,11 @@
|
|||
use na::{Real, Rotation3, UnitQuaternion, Unit, U3, U4};
|
||||
|
||||
use aliases::{Vec, Mat, Qua};
|
||||
|
||||
pub fn rotateNormalizedAxis<N: Real>(m: &Mat<N, U4, U4>, angle: N, axis: &Vec<N, U3>) -> Mat<N, U4, U4> {
|
||||
m * Rotation3::from_axis_angle(&Unit::new_unchecked(*axis), angle).to_homogeneous()
|
||||
}
|
||||
|
||||
pub fn rotateNormalizedAxis2<N: Real>(q: &Qua<N>, angle: N, axis: &Vec<N, U3>) -> Qua<N> {
|
||||
q * UnitQuaternion::from_axis_angle(&Unit::new_unchecked(*axis), angle).unwrap()
|
||||
}
|
|
@ -0,0 +1,45 @@
|
|||
use na::{Real, U2, U3, U4};
|
||||
|
||||
pub fn orientation<N: Real>(Normal: &Vec<N, U3>, Up: &Vec<N, U3>) -> Mat<N, U4, U4> {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn rotate2<N: Real>(v: &Vec<N, U2>, angle: N) -> Vec<N, U2> {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn rotate<N: Real>(v: &Vec<N, U3>, angle: N, normal: &Vec<N, U3>) -> Vec<N, U3> {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn rotate4<N: Real>(v: &Vec<N, U4>, angle: N, normal: &Vec<N, U3>) -> Vec<N, U4> {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn rotateX<N: Real>(v: &Vec<N, U3>, angle: N) -> Vec<N, U3> {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn rotateX4<N: Real>(v: &Vec<N, U4>, angle: N) -> Vec<N, U4> {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn rotateY<N: Real>(v: &Vec<N, U3>, angle: N) -> Vec<N, U3> {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn rotateY4<N: Real>(v: &Vec<N, U4>, angle: N) -> Vec<N, U4> {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn rotateZ<N: Real>(v: &Vec<N, U3>, angle: N) -> Vec<N, U3> {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn rotateZ4<N: Real>(v: &Vec<N, U4>, angle: N) -> Vec<N, U4> {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn slerp<N: Real>(x: &Vec<N, U3>, y: &Vec<N, U3>, a: N) -> Vec<N, U3> {
|
||||
unimplemented!()
|
||||
}
|
|
@ -0,0 +1,17 @@
|
|||
use na::{Real, Unit, Rotation3, Matrix4, U3, U4};
|
||||
|
||||
use traits::Number;
|
||||
use aliases::{Vec, Mat};
|
||||
|
||||
|
||||
pub fn rotate<N: Real>(angle: N, v: &Vec<N, U3>) -> Mat<N, U4, U4> {
|
||||
Rotation3::from_axis_angle(&Unit::new_normalize(*v), angle).to_homogeneous()
|
||||
}
|
||||
|
||||
pub fn scale<N: Number>(v: &Vec<N, U3>) -> Mat<N, U4, U4> {
|
||||
Matrix4::new_nonuniform_scaling(v)
|
||||
}
|
||||
|
||||
pub fn translate<N: Number>(v: &Vec<N, U3>) -> Mat<N, U4, U4> {
|
||||
Matrix4::new_translation(v)
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
pub fn mat< 3, 3, T, Q > proj2D (mat< 3, 3, T, Q > const &m, vec< 3, T, Q > const &normal)
|
||||
pub fn mat< 4, 4, T, Q > proj3D (mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &normal)
|
||||
pub fn mat< 4, 4, T, Q > scaleBias (T scale, T bias)
|
||||
pub fn mat< 4, 4, T, Q > scaleBias (mat< 4, 4, T, Q > const &m, T scale, T bias)
|
||||
pub fn mat< 3, 3, T, Q > shearX2D (mat< 3, 3, T, Q > const &m, T y)
|
||||
pub fn mat< 4, 4, T, Q > shearX3D (mat< 4, 4, T, Q > const &m, T y, T z)
|
||||
pub fn mat< 3, 3, T, Q > shearY2D (mat< 3, 3, T, Q > const &m, T x)
|
||||
pub fn mat< 4, 4, T, Q > shearY3D (mat< 4, 4, T, Q > const &m, T x, T z)
|
||||
pub fn mat< 4, 4, T, Q > shearZ3D (mat< 4, 4, T, Q > const &m, T x, T y)
|
|
@ -0,0 +1,5 @@
|
|||
pub fn mat< 3, 3, T, Q > rotate (mat< 3, 3, T, Q > const &m, T angle)
|
||||
pub fn mat< 3, 3, T, Q > scale (mat< 3, 3, T, Q > const &m, vec< 2, T, Q > const &v)
|
||||
pub fn mat< 3, 3, T, Q > shearX (mat< 3, 3, T, Q > const &m, T y)
|
||||
pub fn mat< 3, 3, T, Q > shearY (mat< 3, 3, T, Q > const &m, T x)
|
||||
pub fn mat< 3, 3, T, Q > translate (mat< 3, 3, T, Q > const &m, vec< 2, T, Q > const &v)
|
|
@ -0,0 +1,3 @@
|
|||
pub fn T angle (vec< L, T, Q > const &x, vec< L, T, Q > const &y)
|
||||
pub fn T orientedAngle (vec< 2, T, Q > const &x, vec< 2, T, Q > const &y)
|
||||
pub fn T orientedAngle (vec< 3, T, Q > const &x, vec< 3, T, Q > const &y, vec< 3, T, Q > const &ref)
|
|
@ -0,0 +1,37 @@
|
|||
use na::{Real, DefaultAllocator, U2, U3};
|
||||
|
||||
use traits::{Number, Dimension, Alloc};
|
||||
use aliases::Vec;
|
||||
|
||||
pub fn are_collinear<N: Number>(v0: &Vec<N, U3>, v1: &Vec<N, U3>, epsilon: N) -> bool {
|
||||
is_null(&v0.cross(v1), epsilon)
|
||||
}
|
||||
|
||||
pub fn are_collinear2<N: Number>(v0: &Vec<N, U2>, v1: &Vec<N, U2>, epsilon: N) -> bool {
|
||||
abs_diff_eq!(v0.perp(v1), N::zero(), epsilon = epsilon)
|
||||
}
|
||||
|
||||
pub fn are_orthogonal<N: Number, D: Dimension>(v0: &Vec<N, D>, v1: &Vec<N, D>, epsilon: N) -> bool
|
||||
where DefaultAllocator: Alloc<N, D> {
|
||||
abs_diff_eq!(v0.dot(v1), N::zero(), epsilon = epsilon)
|
||||
}
|
||||
|
||||
pub fn are_orthonormal<N: Number, D: Dimension>(v0: &Vec<N, D>, v1: &Vec<N, D>, epsilon: N) -> bool
|
||||
where DefaultAllocator: Alloc<N, D> {
|
||||
unimplemented!()
|
||||
}
|
||||
|
||||
pub fn is_comp_null<N: Number, D: Dimension>(v: &Vec<N, D>, epsilon: N) -> Vec<bool, D>
|
||||
where DefaultAllocator: Alloc<N, D> {
|
||||
v.map(|x| abs_diff_eq!(x, N::zero(), epsilon = epsilon))
|
||||
}
|
||||
|
||||
pub fn is_normalized<N: Real, D: Dimension>(v: &Vec<N, D>, epsilon: N) -> bool
|
||||
where DefaultAllocator: Alloc<N, D> {
|
||||
abs_diff_eq!(v.norm_squared(), N::one(), epsilon = epsilon * epsilon)
|
||||
}
|
||||
|
||||
pub fn is_null<N: Number, D: Dimension>(v: &Vec<N, D>, epsilon: N) -> bool
|
||||
where DefaultAllocator: Alloc<N, D> {
|
||||
abs_diff_eq!(*v, Vec::<N, D>::zeros(), epsilon = epsilon)
|
||||
}
|
|
@ -15,6 +15,8 @@ pub use exponential::*;
|
|||
|
||||
pub use ext_vector_relational::*;
|
||||
|
||||
pub use gtx_component_wise::*;
|
||||
|
||||
mod aliases;
|
||||
pub mod constructors;
|
||||
mod common;
|
||||
|
@ -39,15 +41,33 @@ pub mod ext_scalar_common;
|
|||
pub mod ext_scalar_constants;
|
||||
pub mod ext_vector_common;
|
||||
pub mod ext_vector_relational;
|
||||
pub mod gtc_bitfield;
|
||||
//pub mod gtc_bitfield;
|
||||
pub mod gtc_constants;
|
||||
pub mod gtc_epsilon;
|
||||
pub mod gtc_integer;
|
||||
//pub mod gtc_integer;
|
||||
pub mod gtc_matrix_access;
|
||||
pub mod gtc_matrix_inverse;
|
||||
pub mod gtc_packing;
|
||||
//pub mod gtc_packing;
|
||||
pub mod gtc_quaternion;
|
||||
pub mod gtc_reciprocal;
|
||||
pub mod gtc_round;
|
||||
//pub mod gtc_reciprocal;
|
||||
//pub mod gtc_round;
|
||||
pub mod gtc_type_ptr;
|
||||
pub mod gtc_ulp;
|
||||
//pub mod gtc_ulp;
|
||||
|
||||
pub mod gtx_component_wise;
|
||||
//pub mod gtx_euler_angles;
|
||||
pub mod gtx_exterior_product;
|
||||
pub mod gtx_handed_coordinate_space;
|
||||
pub mod gtx_matrix_cross_product;
|
||||
pub mod gtx_matrix_operation;
|
||||
pub mod gtx_norm;
|
||||
pub mod gtx_normal;
|
||||
pub mod gtx_normalize_dot;
|
||||
//pub mod gtx_quaternion;
|
||||
pub mod gtx_rotate_normalized_axis;
|
||||
//pub mod gtx_rotate_vector;
|
||||
pub mod gtx_transform;
|
||||
//pub mod gtx_transform2;
|
||||
//pub mod gtx_transform2d;
|
||||
//pub mod gtx_vector_angle;
|
||||
pub mod gtx_vector_query;
|
|
@ -1,5 +1,5 @@
|
|||
use std::cmp::{PartialOrd, PartialEq};
|
||||
use num::Signed;
|
||||
use num::{Signed, FromPrimitive, Bounded};
|
||||
use approx::AbsDiffEq;
|
||||
|
||||
use alga::general::{Ring, Lattice};
|
||||
|
@ -10,10 +10,10 @@ pub trait Dimension: DimName + DimMin<Self, Output = Self> {}
|
|||
impl<D: DimName + DimMin<D, Output = Self>> Dimension for D {}
|
||||
|
||||
|
||||
pub trait Number: Scalar + Ring + Lattice + AbsDiffEq<Epsilon = Self> + Signed {
|
||||
pub trait Number: Scalar + Ring + Lattice + AbsDiffEq<Epsilon = Self> + Signed + FromPrimitive + Bounded {
|
||||
}
|
||||
|
||||
impl<T: Scalar + Ring + Lattice + AbsDiffEq<Epsilon = Self> + Signed> Number for T {
|
||||
impl<T: Scalar + Ring + Lattice + AbsDiffEq<Epsilon = Self> + Signed + FromPrimitive + Bounded> Number for T {
|
||||
}
|
||||
|
||||
#[doc(hidden)]
|
||||
|
|
Loading…
Reference in New Issue