forked from M-Labs/nalgebra
Add more docs on lib.rs
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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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**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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## 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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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 wide subset of it. To use **nalgebra-glm** to your project, you
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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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should add it as a dependency to your `Crates.toml`:
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should add it as a dependency to your `Crates.toml`:
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```toml
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```toml
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nalgebra-glm = "0.1"
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nalgebra-glm = "0.1"
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```
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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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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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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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**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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of the more verbose `nalgebra_glm::rotate(...)`:
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```
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```
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## Features overview
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## Features overview
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### Differences compared to GLM
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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 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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* A few features are not implemented and will never be. This includes functions related to color
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spaces, and closest points computations. Other crates should be used for those. For example, closest
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points computation can be handled by the [ncollide](https://ncollide.org) project.
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In addition, because Rust does not allows function overloading, all functions must be given a unique name.
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Here are a few rules chosen arbitrarily for **nalgebra-glm**:
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* Functions operating in 2d will usually end with the `2d` suffix, e.g., `glm::rotade2d` is for 2D while `glm::rotate` is for 3D.
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* Functions operating on vector will often end with the `_vec` suffix, possibly followed by the dimension of vector, e.g., `glm::rotate_vec2`.
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* Every function related to quaternions start with the `quat_` prefix, e.g., `glm::quat_dot(q1, q2)`.
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* All the conversion functions have unique names as described [bellow](#conversions).
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### Vector and matrix construction
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### Vector and matrix construction
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Vectors, matrices, and quaternions can be constructed using several approaches:
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* Using functions with the same name as their type in lower-case. For example `glm::vec3(x, y, z)` will create a 3D vector.
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* Using the `::new` constructor. For example `Vec3::new(x, y, z)` will create a 3D vector.
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* Using the functions prefixed by `make_` to build a vector a matrix from a slice. For example `glm::make_vec3(&[x, y, z])` will create a 3D vector.
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Keep in mind that constructing a matrix using this type of funcitons require its components to be arrange in column-major order on the slice.
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* Using a geometric construction function. For example `glm::rotation(angle, axis)` will build a 4x4 homogeneous rotation matrix from an angle (in radians) and an axis.
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* Using swizzling and conversions as described in the next sections.
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### Swizzling
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### Swizzling
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Vector swizzling is a native feature of **nalgebra** itself. Therefore, you can use it with all
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the vectors of **nalgebra-glm** as well. Swizzling is supported as methods and works only up to
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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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Any combination of two or three components picked among `x`, `y`, and `z` will work.
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### Conversions
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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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between types in `nalgebra-glm`:
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* Using function with the form `type1_to_type2` in order to convert an instance of `type1` into an instance of `type2`.
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For example `glm::mat3_to_mat4(m)` will convert the 3x3 matrix `m` to a 4x4 matrix by appending one column on the right
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and one row on the left. Those now row and columns are filled with 0 except for the diagonal element which is set to 1.
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* Using one of the `convert`, `try_convert`, or `convert_unchecked` functions.
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These functions are directly re-exported from nalgebra and are extremely versatile:
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1. The `convert` function can convert any type (especially geometric types from nalgebra like `Isometry3`) into another algebraic type which equivalent but more general. For example,
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`let sim: Similarity3<_> = na::convert(isometry)` will convert an `Isometry3` into a `Similarity3`.
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In addition, `let mat: Mat4 = glm::convert(isometry)` will convert an `Isometry3` to a 4x4 matrix. This will also convert the scalar types,
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therefore: `let mat: DMat4 = glm::convert(m)` where `m: Mat4` will work. However, conversion will not work the other way round: you
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can't convert a `Matrix4` to an `Isometry3` using `glm::convert` because that could cause unexpected results if the matrix does
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not complies to the requirements of the isometry.
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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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*/
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*/
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extern crate num_traits as num;
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extern crate num_traits as num;
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