Add more 2D transformation constructors.
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@ -8,7 +8,7 @@ pub use self::matrix_inverse::{affine_inverse, inverse_transpose};
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//pub use self::packing::*;
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//pub use self::reciprocal::*;
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//pub use self::round::*;
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pub use self::type_ptr::{make_mat2, make_mat2x2, make_mat2x3, make_mat2x4, make_mat3, make_mat3x2, make_mat3x3, make_mat3x4, make_mat4, make_mat4x2, make_mat4x3, make_mat4x4, make_quat, make_vec1, make_vec2, make_vec3, make_vec4, value_ptr, value_ptr_mut, vec1_to_vec2, vec1_to_vec3, vec1_to_vec4, vec2_to_vec1, vec2_to_vec2, vec2_to_vec3, vec2_to_vec4, vec3_to_vec1, vec3_to_vec2, vec3_to_vec3, vec3_to_vec4, vec4_to_vec1, vec4_to_vec2, vec4_to_vec3, vec4_to_vec4};
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pub use self::type_ptr::{make_mat2, make_mat2x2, make_mat2x3, make_mat2x4, make_mat3, make_mat3x2, make_mat3x3, make_mat3x4, make_mat4, make_mat4x2, make_mat4x3, make_mat4x4, make_quat, make_vec1, make_vec2, make_vec3, make_vec4, value_ptr, value_ptr_mut, vec1_to_vec2, vec1_to_vec3, vec1_to_vec4, vec2_to_vec1, vec2_to_vec2, vec2_to_vec3, vec2_to_vec4, vec3_to_vec1, vec3_to_vec2, vec3_to_vec3, vec3_to_vec4, vec4_to_vec1, vec4_to_vec2, vec4_to_vec3, vec4_to_vec4, mat2_to_mat3, mat2_to_mat4, mat3_to_mat2, mat3_to_mat4, mat4_to_mat2, mat4_to_mat3};
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//pub use self::ulp::*;
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pub use self::quaternion::{quat_cast, quat_euler_angles, quat_greater_than, quat_greater_than_equal, quat_less_than, quat_less_than_equal, quat_look_at, quat_look_at_lh, quat_look_at_rh, quat_pitch, quat_roll, quat_yaw};
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@ -12,8 +12,8 @@ pub use self::normal::{triangle_normal};
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pub use self::normalize_dot::{fast_normalize_dot, normalize_dot};
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pub use self::rotate_normalized_axis::{quat_rotate_normalized_axis, rotate_normalized_axis};
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pub use self::rotate_vector::{orientation, rotate_vec2, rotate_vec3, rotate_vec4, rotate_x_vec4, rotate_x_vec3, rotate_y_vec4, rotate_y_vec3, rotate_z_vec4, rotate_z_vec3, slerp};
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pub use self::transform::{rotation, scaling, translation};
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pub use self::transform2::{proj, proj2d, reflect, reflect2d, scale_bias, scale_bias_matrix, shear2d_x, shear_x, shear_y, shear_y_mat3, shear_z};
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pub use self::transform::{rotation, scaling, translation, rotation2d, scaling2d, translation2d};
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pub use self::transform2::{proj, proj2d, reflect, reflect2d, scale_bias, scale_bias_matrix, shear2d_x, shear_x, shear_y, shear2d_y, shear_z};
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pub use self::transform2d::{rotate2d, scale2d, translate2d};
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pub use self::vector_angle::{angle};
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pub use self::vector_query::{are_collinear, are_collinear2d, are_orthogonal, is_comp_null, is_normalized, is_null};
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@ -1,4 +1,4 @@
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use na::{Real, Unit, Rotation3, Matrix4, U3, U4};
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use na::{Real, Unit, Rotation2, Rotation3, Matrix3, Matrix4, U2, U3, U4};
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use traits::Number;
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use aliases::{Vec, Mat};
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@ -17,3 +17,19 @@ pub fn scaling<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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}
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/// A rotation 3 * 3 matrix created from an angle expressed in radians.
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pub fn rotation2d<N: Real>(angle: N) -> Mat<N, U3, U3> {
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Rotation2::new(angle).to_homogeneous()
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}
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/// A 3 * 3 scale matrix created from a vector of 2 components.
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pub fn scaling2d<N: Number>(v: &Vec<N, U2>) -> Mat<N, U3, U3> {
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Matrix3::new_nonuniform_scaling(v)
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}
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/// A 3 * 3 translation matrix created from the scaling factor on each axis.
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pub fn translation2d<N: Number>(v: &Vec<N, U2>) -> Mat<N, U3, U3> {
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Matrix3::new_translation(v)
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}
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@ -97,7 +97,7 @@ pub fn shear_x<N: Number>(m: &Mat<N, U4, U4>, y: N, z: N) -> Mat<N, U4, U4> {
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}
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/// Transforms a matrix with a shearing on Y axis.
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pub fn shear_y_mat3<N: Number>(m: &Mat<N, U3, U3>, x: N) -> Mat<N, U3, U3> {
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pub fn shear2d_y<N: Number>(m: &Mat<N, U3, U3>, x: N) -> Mat<N, U3, U3> {
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let _0 = N::zero();
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let _1 = N::one();
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@ -1,4 +1,33 @@
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/*! # nalgebra-glm − nalgebra in _easy mode_
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**nalgebra-glm** is a GLM-like interface for the **nalgebra** general-purpose linear algebra library.
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[GLM](https://glm.g-truc.net) itself is a popular C++ linear algebra library essentially targeting computer graphics. Therefore
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**nalgebra-glm** draws inspiration from GLM to define a nice and easy-to-use API for simple graphics application.
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## Getting started
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First of all, you shoult start by taking a look at the official [GLM API documentation](http://glm.g-truc.net/0.9.9/api/index.html)
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since **nalgebra-glm** implements a wide subset of it. To use **nalgebra-glm** to your project, you
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should add it as a dependency to your `Crates.toml`:
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```toml
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[dependencies]
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nalgebra-glm = "0.1"
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```
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Then, you should add an `extern crate` statement to your `lib.rs` or `main.rs` file. It is strongly
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recommended to add a crate alias to `glm` as well so that you will be able to call functions of
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**nalgebra-glm** using the module prefix `glm::`. For example you will write `glm::rotate(...)` instead
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of the more verbose `nalgebra_glm::rotate(...)`:
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```rust
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extern crate nalgebra_glm as glm;
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```
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## Features overview
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### Differences compared to GLM
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### Vector and matrix construction
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### Swizzling
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### Conversions
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*/
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extern crate num_traits as num;
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#[macro_use]
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@ -27,8 +56,8 @@ pub use gtx::{
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fast_normalize_dot, normalize_dot,
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quat_rotate_normalized_axis, rotate_normalized_axis,
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orientation, rotate_vec2, rotate_vec3, rotate_vec4, rotate_x_vec4, rotate_x_vec3, rotate_y_vec4, rotate_y_vec3, rotate_z_vec4, rotate_z_vec3, slerp,
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rotation, scaling, translation,
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proj, proj2d, reflect, reflect2d, scale_bias, scale_bias_matrix, shear2d_x, shear_x, shear_y, shear_y_mat3, shear_z,
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rotation, scaling, translation, rotation2d, scaling2d, translation2d,
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proj, proj2d, reflect, reflect2d, scale_bias, scale_bias_matrix, shear2d_x, shear_x, shear_y, shear2d_y, shear_z,
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rotate2d, scale2d, translate2d,
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angle,
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are_collinear, are_collinear2d, are_orthogonal, is_comp_null, is_normalized, is_null,
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@ -38,7 +67,7 @@ pub use gtc::{
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e, two_pi, euler, four_over_pi, golden_ratio, half_pi, ln_ln_two, ln_ten, ln_two, one, one_over_pi, one_over_root_two, one_over_two_pi, quarter_pi, root_five, root_half_pi, root_ln_four, root_pi, root_three, root_two, root_two_pi, third, three_over_two_pi, two_over_pi, two_over_root_pi, two_thirds, zero,
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column, row, set_column, set_row,
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affine_inverse, inverse_transpose,
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make_mat2, make_mat2x2, make_mat2x3, make_mat2x4, make_mat3, make_mat3x2, make_mat3x3, make_mat3x4, make_mat4, make_mat4x2, make_mat4x3, make_mat4x4, make_quat, make_vec1, make_vec2, make_vec3, make_vec4, value_ptr, value_ptr_mut, vec1_to_vec2, vec1_to_vec3, vec1_to_vec4, vec2_to_vec1, vec2_to_vec2, vec2_to_vec3, vec2_to_vec4, vec3_to_vec1, vec3_to_vec2, vec3_to_vec3, vec3_to_vec4, vec4_to_vec1, vec4_to_vec2, vec4_to_vec3, vec4_to_vec4,
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make_mat2, make_mat2x2, make_mat2x3, make_mat2x4, make_mat3, make_mat3x2, make_mat3x3, make_mat3x4, make_mat4, make_mat4x2, make_mat4x3, make_mat4x4, make_quat, make_vec1, make_vec2, make_vec3, make_vec4, value_ptr, value_ptr_mut, vec1_to_vec2, vec1_to_vec3, vec1_to_vec4, vec2_to_vec1, vec2_to_vec2, vec2_to_vec3, vec2_to_vec4, vec3_to_vec1, vec3_to_vec2, vec3_to_vec3, vec3_to_vec4, vec4_to_vec1, vec4_to_vec2, vec4_to_vec3, vec4_to_vec4, mat2_to_mat3, mat2_to_mat4, mat3_to_mat2, mat3_to_mat4, mat4_to_mat2, mat4_to_mat3,
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quat_cast, quat_euler_angles, quat_greater_than, quat_greater_than_equal, quat_less_than, quat_less_than_equal, quat_look_at, quat_look_at_lh, quat_look_at_rh, quat_pitch, quat_roll, quat_yaw
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};
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pub use ext::{
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