Various documentation improvements.
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@ -1,14 +0,0 @@
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* not_ -> not
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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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* Matrix columnwise comparisons suffixed by _columns, e.g., `equal` -> `equal_columns`
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* All quaternion functions are prefixed by quat_
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* min(Vec, Vec) -> min_vec
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* 2D cross is namepd perp
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* quat_cross(vec, quat) -> quat_inv_cross
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@ -19,18 +19,18 @@ pub fn ceil<N: Real, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
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/// Returns `min(max(x, min_val), max_val)`.
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pub fn clamp<N: Number>(x: N, min_val: N, max_val: N) -> N {
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pub fn clamp_scalar<N: Number>(x: N, min_val: N, max_val: N) -> N {
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na::clamp(x, min_val, max_val)
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}
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/// Returns `min(max(x, min_val), max_val)` for each component in `x` using the floating-point values `min_val and `max_val`.
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pub fn clamp2<N: Number, D: Dimension>(x: &Vec<N, D>, min_val: N, max_val: N) -> Vec<N, D>
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/// Returns `min(max(x[i], min_val), max_val)` for each component in `x` using the floating-point values `min_val and `max_val`.
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pub fn clamp<N: Number, D: Dimension>(x: &Vec<N, D>, min_val: N, max_val: N) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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x.map(|x| na::clamp(x, min_val, max_val))
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}
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/// Returns `min(max(x, min_val), max_val)` for each component in `x` using the components of `min_val` and `max_val` as bounds.
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pub fn clamp3<N: Number, D: Dimension>(x: &Vec<N, D>, min_val: &Vec<N, D>, max_val: &Vec<N, D>) -> Vec<N, D>
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/// Returns `min(max(x[i], min_val[i]), max_val[i])` for each component in `x` using the components of `min_val` and `max_val` as bounds.
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pub fn clamp_vec<N: Number, D: Dimension>(x: &Vec<N, D>, min_val: &Vec<N, D>, max_val: &Vec<N, D>) -> Vec<N, D>
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where DefaultAllocator: Alloc<N, D> {
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na::clamp(x.clone(), min_val.clone(), max_val.clone())
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}
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@ -25,7 +25,7 @@ pub fn equal_columns_eps<N: Number, R: Dimension, C: Dimension>(x: &Mat<N, R, C>
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equal_columns_eps_vec(x, y, &Vec::<_, C>::repeat(epsilon))
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}
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/// Returns the component-wise comparison of `|x - y| < epsilon`.
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/// Returns the component-wise comparison on each matrix column `|x - y| < epsilon`.
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///
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/// True if this expression is satisfied.
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pub fn equal_columns_eps_vec<N: Number, R: Dimension, C: Dimension>(x: &Mat<N, R, C>, y: &Mat<N, R, C>, epsilon: &Vec<N, C>) -> Vec<bool, C>
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@ -3,6 +3,9 @@
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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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All the types of **nalgebra-glm** are aliases of types from **nalgebra**. Therefore there is a complete and
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seamless inter-operability between both.
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## Getting started
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First of all, you should 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 large subset of it. To use **nalgebra-glm** to your project, you
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@ -23,10 +26,17 @@
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```
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## Features overview
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**nalgebra-glm** supports most linear-algebra related features of the C++ GLM library. Mathematically
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speaking, it supports all the common transformations like rotations, translations, scaling, shearing,
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and projections but operating in homogeneous coordinates. This means all the 2D transformations are
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expressed as 3x3 matrices, and all the 3D transformations as 4x4 matrices. This is less computationally-efficient
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and memory-efficient than nalgebra's [transformation types](https://www.nalgebra.org/points_and_transformations/#transformations),
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but this has the benefit of being simpler to use.
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### Main differences compared to GLM
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While **nalgebra-glm** follows the feature line of the C++ GLM library, quite a few differences
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remain and they are mostly syntactic. The main ones are:
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* All function names use `snake_case` while the C++ GLM library uses `camelCase`.
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* All function names use `snake_case`, which is the Rust convention.
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* All type names use `CamelCase`, which is the Rust convention.
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* All function arguments, except for scalars, are all passed by-reference.
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* Some feature are not yet implemented and should be added in the future. In particular, no packing
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functions are available.
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@ -54,10 +64,11 @@
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dimension 3, i.e., you can only refer to the components `x`, `y` and `z` and can only create a
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2D or 3D vector using this technique. Here is some examples, assuming `v` is a vector with float
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components here:
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* `v.xx()` is equivalent to `glm::vec2(v.x, v.x)` as well as `Vec2::new(v.x, v.x)`.
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* `v.zx()` is equivalent to `glm::vec2(v.z, v.x)` as well as `Vec2::new(v.z, v.x)`.
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* `v.yxz()` is equivalent to `glm::vec3(v.y, v.x, v.z)` as well as `Vec3::new(v.y, v.x, v.z)`.
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* `v.zzy()` is equivalent to `glm::vec3(v.z, v.z, v.y)` as well as `Vec3::new(v.z, v.z, v.y)`.
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* `v.xx()` is equivalent to `glm::vec2(v.x, v.x)` and to `Vec2::new(v.x, v.x)`.
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* `v.zx()` is equivalent to `glm::vec2(v.z, v.x)` and to `Vec2::new(v.z, v.x)`.
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* `v.yxz()` is equivalent to `glm::vec3(v.y, v.x, v.z)` and to `Vec3::new(v.y, v.x, v.z)`.
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* `v.zzy()` is equivalent to `glm::vec3(v.z, v.z, v.y)` and to `Vec3::new(v.z, v.z, v.y)`.
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Any combination of two or three components picked among `x`, `y`, and `z` will work.
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### Conversions
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It is often useful to convert one algebraic type to another. There are two main approaches for converting
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@ -76,7 +87,26 @@
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2. If you need this kind of conversions anyway, you can use `try_convert` which will test if the object being converted complies with the algebraic requirements of the target type.
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This will return `None` if the requirements are not satisfied.
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3. The `convert_unchecked` will ignore those tests and always perform the conversion, even if that breaks the invariants of the target type.
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This must be used with care!
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This must be used with care! This is actually the recommended method to convert between homogeneous transformations generated by `nalgebra-glm` and
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specific transformation types from **nalgebra** like `Isometry3`. Just be careful you know your conversions make sense.
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### Should I use nalgebra or nalgebra-glm?
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Well that depends on your tastes and your background. **nalgebra** is more powerful overall since it allows stronger typing,
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and goes much further than simple computer graphics math. However, has a bit of a learning curve for
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those not used to the abstract mathematical concepts for transformations. **nalgebra-glm** however
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have more straightforward functions and benefit from the various tutorials existing on the internet
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for the original C++ GLM library.
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Overall, if you are already used to the C++ GLM library, or to working with homogeneous coordinates (like 4D
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matrices for 3D transformations), then you will have more success with **nalgebra-glm**. If on the other
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hand you prefer more rigorous treatments of transformations, with type-level restrictions, then go for **nalgebra**.
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If you need dynamically-sized matrices, you should go for **nalgebra** as well.
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Keep in mind that **nalgebra-glm** is just a different API for **nalgebra**. So you can very well use both
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and benefit from both their advantages: use **nalgebra-glm** when mathematical rigor is not that important,
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and **nalgebra** itself when you need more expressive types, and more powerful linear algebra operations like
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matrix factorizations and slicing. Just remember that all the **nalgebra-glm** types are just aliases to **nalgebra** types,
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and keep in mind it is possible to convert, e.g., an `Isometry3` to a `Mat4` and vice-versa (see the [conversions section](#conversions)).
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*/
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extern crate num_traits as num;
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@ -87,7 +117,7 @@ extern crate nalgebra as na;
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pub use aliases::*;
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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, 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, clamp_scalar, clamp_vec, 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 matrix::{transpose, determinant, inverse, matrix_comp_mult, outer_product};
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pub use traits::{Dimension, Number, Alloc};
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