use na::{Real, U4, Orthographic3, Perspective3}; use aliases::Mat; //pub fn frustum(left: N, right: N, bottom: N, top: N, near: N, far: N) -> Mat { // unimplemented!() //} //pub fn frustum_lh(left: N, right: N, bottom: N, top: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn frustum_lr_no(left: N, right: N, bottom: N, top: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn frustum_lh_zo(left: N, right: N, bottom: N, top: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn frustum_no(left: N, right: N, bottom: N, top: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn frustum_rh(left: N, right: N, bottom: N, top: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn frustum_rh_no(left: N, right: N, bottom: N, top: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn frustum_rh_zo(left: N, right: N, bottom: N, top: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn frustum_zo(left: N, right: N, bottom: N, top: N, near: N, far: N) -> Mat { // unimplemented!() //} //pub fn infinite_perspective(fovy: N, aspect: N, near: N) -> Mat { // unimplemented!() //} // //pub fn infinite_perspective_lh(fovy: N, aspect: N, near: N) -> Mat { // unimplemented!() //} // //pub fn infinite_perspective_rh(fovy: N, aspect: N, near: N) -> Mat { // unimplemented!() //} // //pub fn infinite_ortho(left: N, right: N, bottom: N, top: N) -> Mat { // unimplemented!() //} /// Creates a matrix for an orthographic parallel viewing volume, using the right handedness and OpenGL near and far clip planes definition. pub fn ortho(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> Mat { Orthographic3::new(left, right, bottom, top, znear, zfar).unwrap() } //pub fn ortho_lh(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> Mat { // unimplemented!() //} // //pub fn ortho_lh_no(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> Mat { // unimplemented!() //} // //pub fn ortho_lh_zo(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> Mat { // unimplemented!() //} // //pub fn ortho_no(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> Mat { // unimplemented!() //} // //pub fn ortho_rh(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> Mat { // unimplemented!() //} // //pub fn ortho_rh_no(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> Mat { // unimplemented!() //} // //pub fn ortho_rh_zo(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> Mat { // unimplemented!() //} // //pub fn ortho_zo(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> Mat { // unimplemented!() //} /// Creates a matrix for a symetric perspective-view frustum based on the right handedness and OpenGL near and far clip planes definition. pub fn perspective(fovy: N, aspect: N, near: N, far: N) -> Mat { Perspective3::new(fovy, aspect, near, far).unwrap() } //pub fn perspective_fov(fov: N, width: N, height: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_fov_lh(fov: N, width: N, height: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_fov_lh_no(fov: N, width: N, height: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_fov_lh_zo(fov: N, width: N, height: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_fov_no(fov: N, width: N, height: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_fov_rh(fov: N, width: N, height: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_fov_rh_no(fov: N, width: N, height: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_fov_rh_zo(fov: N, width: N, height: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_fov_zo(fov: N, width: N, height: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_lh(fovy: N, aspect: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_lh_no(fovy: N, aspect: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_lh_zo(fovy: N, aspect: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_no(fovy: N, aspect: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_rh(fovy: N, aspect: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_rh_no(fovy: N, aspect: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_rh_zo(fovy: N, aspect: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn perspective_zo(fovy: N, aspect: N, near: N, far: N) -> Mat { // unimplemented!() //} // //pub fn tweaked_infinite_perspective(fovy: N, aspect: N, near: N) -> Mat { // unimplemented!() //} // //pub fn tweaked_infinite_perspective_ep(fovy: N, aspect: N, near: N, ep: N) -> Mat { // unimplemented!() //}