forked from M-Labs/nalgebra
Remove useless or incomplete structs: Vec0
, Pnt0
, Iso4
, Rot4
.
This commit is contained in:
parent
0c8b8bfcdb
commit
88fb33cf44
12
README.md
12
README.md
@ -44,17 +44,17 @@ fn main() {
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**nalgebra** is meant to be a general-purpose, low-dimensional, linear algebra library, with
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an optimized set of tools for computer graphics and physics. Those features include:
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* Vectors with predefined static sizes: `Vec0`, `Vec1`, `Vec2`, `Vec3`, `Vec4`, `Vec5`, `Vec6`.
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* Vectors with predefined static sizes: `Vec1`, `Vec2`, `Vec3`, `Vec4`, `Vec5`, `Vec6`.
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* Vector with a user-defined static size: `VecN`.
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* Points with static sizes: `Pnt0`, `Pnt1`, `Pnt2`, `Pnt3`, `Pnt4`, `Pnt5`, `Pnt6`.
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* Points with static sizes: ``Pnt1`, `Pnt2`, `Pnt3`, `Pnt4`, `Pnt5`, `Pnt6`.
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* Square matrices with static sizes: `Mat1`, `Mat2`, `Mat3`, `Mat4`, `Mat5`, `Mat6 `.
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* Rotation matrices: `Rot2`, `Rot3`, `Rot4`.
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* Rotation matrices: `Rot2`, `Rot3`
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* Quaternions: `Quat`, `UnitQuat`.
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* Isometries (translation * rotation): `Iso2`, `Iso3`, `Iso4`.
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* Similarities (translation * rotation * uniform scale): `Sim2`, `Sim3`.
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* Isometries (translation * rotation): `Iso2`, `Iso3`
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* Similarity transformations (translation * rotation * uniform scale): `Sim2`, `Sim3`.
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* 3D projections for computer graphics: `Persp3`, `PerspMat3`, `Ortho3`, `OrthoMat3`.
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* Dynamically sized heap-allocated vector: `DVec`.
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* Dynamically sized stack-allocated vectors with a maximum size: `DVec1` to `DVec6`.
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* Dynamically sized heap-allocated (square or rectangular) matrix: `DMat`.
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* A few methods for data analysis: `Cov`, `Mean`.
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* Linear algebra and data analysis operators: `Cov`, `Mean`, `qr`, `cholesky`.
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* Almost one trait per functionality: useful for generic programming.
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18
src/lib.rs
18
src/lib.rs
@ -41,19 +41,19 @@ fn main() {
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**nalgebra** is meant to be a general-purpose, low-dimensional, linear algebra library, with
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an optimized set of tools for computer graphics and physics. Those features include:
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* Vectors with predefined static sizes: `Vec0`, `Vec1`, `Vec2`, `Vec3`, `Vec4`, `Vec5`, `Vec6`.
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* Vectors with predefined static sizes: `Vec1`, `Vec2`, `Vec3`, `Vec4`, `Vec5`, `Vec6`.
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* Vector with a user-defined static size: `VecN`.
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* Points with static sizes: `Pnt0`, `Pnt1`, `Pnt2`, `Pnt3`, `Pnt4`, `Pnt5`, `Pnt6`.
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* Points with static sizes: `Pnt1`, `Pnt2`, `Pnt3`, `Pnt4`, `Pnt5`, `Pnt6`.
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* Square matrices with static sizes: `Mat1`, `Mat2`, `Mat3`, `Mat4`, `Mat5`, `Mat6 `.
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* Rotation matrices: `Rot2`, `Rot3`, `Rot4`.
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* Rotation matrices: `Rot2`, `Rot3`
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* Quaternions: `Quat`, `UnitQuat`.
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* Isometries (translation * rotation): `Iso2`, `Iso3`, `Iso4`.
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* Isometries (translation * rotation): `Iso2`, `Iso3`
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* Similarity transformations (translation * rotation * uniform scale): `Sim2`, `Sim3`.
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* 3D projections for computer graphics: `Persp3`, `PerspMat3`, `Ortho3`, `OrthoMat3`.
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* Dynamically sized heap-allocated vector: `DVec`.
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* Dynamically sized stack-allocated vectors with a maximum size: `DVec1` to `DVec6`.
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* Dynamically sized heap-allocated (square or rectangular) matrix: `DMat`.
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* A few methods for data analysis: `Cov`, `Mean`.
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* Linear algebra and data analysis operators: `Cov`, `Mean`, `qr`, `cholesky`.
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* Almost one trait per functionality: useful for generic programming.
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@ -140,13 +140,13 @@ pub use structs::{
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Identity,
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DMat, DMat1, DMat2, DMat3, DMat4, DMat5, DMat6,
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DVec, DVec1, DVec2, DVec3, DVec4, DVec5, DVec6,
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Iso2, Iso3, Iso4,
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Iso2, Iso3,
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Sim2, Sim3,
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Mat1, Mat2, Mat3, Mat4,
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Mat5, Mat6,
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Rot2, Rot3, Rot4,
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VecN, Vec0, Vec1, Vec2, Vec3, Vec4, Vec5, Vec6,
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Pnt0, Pnt1, Pnt2, Pnt3, Pnt4, Pnt5, Pnt6,
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Rot2, Rot3,
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VecN, Vec1, Vec2, Vec3, Vec4, Vec5, Vec6,
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Pnt1, Pnt2, Pnt3, Pnt4, Pnt5, Pnt6,
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Persp3, PerspMat3,
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Ortho3, OrthoMat3,
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Quat, UnitQuat
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@ -2,15 +2,14 @@ use std::ops::{Add, Sub, Mul, Neg};
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use rand::{Rand, Rng};
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use num::One;
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use structs::mat::{Mat3, Mat4, Mat5};
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use structs::mat::{Mat3, Mat4};
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use traits::structure::{Cast, Dim, Col, BaseFloat, BaseNum};
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use traits::operations::{Inv, ApproxEq};
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use traits::geometry::{RotationMatrix, Rotation, Rotate, AbsoluteRotate, Transform, Transformation,
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Translate, Translation, ToHomogeneous};
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use structs::vec::{Vec1, Vec2, Vec3, Vec4};
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use structs::pnt::{Pnt2, Pnt3, Pnt4};
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use structs::rot::{Rot2, Rot3, Rot4};
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use structs::vec::{Vec1, Vec2, Vec3};
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use structs::pnt::{Pnt2, Pnt3};
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use structs::rot::{Rot2, Rot3};
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#[cfg(feature="arbitrary")]
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use quickcheck::{Arbitrary, Gen};
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@ -44,20 +43,6 @@ pub struct Iso3<N> {
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pub translation: Vec3<N>
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}
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/// Four dimensional isometry.
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///
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/// This is the composition of a rotation followed by a translation. Vectors `Vec4` are not
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/// affected by the translational component of this transformation while points `Pnt4` are.
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/// Isometries conserve angles and distances, hence do not allow shearing nor scaling.
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#[repr(C)]
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#[derive(Eq, PartialEq, RustcEncodable, RustcDecodable, Clone, Debug, Copy)]
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pub struct Iso4<N> {
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/// The rotation applicable by this isometry.
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pub rotation: Rot4<N>,
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/// The translation applicable by this isometry.
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pub translation: Vec4<N>
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}
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impl<N: Clone + BaseFloat> Iso3<N> {
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/// Reorient and translate this transformation such that its local `x` axis points to a given
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/// direction. Note that the usually known `look_at` function does the same thing but with the
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@ -69,6 +54,7 @@ impl<N: Clone + BaseFloat> Iso3<N> {
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/// aligned with.
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/// * up - Vector pointing up. The only requirement of this parameter is to not be colinear
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/// with `at`. Non-colinearity is not checked.
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#[inline]
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pub fn look_at(eye: &Pnt3<N>, at: &Pnt3<N>, up: &Vec3<N>) -> Iso3<N> {
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Iso3::new_with_rotmat(eye.as_vec().clone(), Rot3::look_at(&(*at - *eye), up))
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}
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@ -82,23 +68,12 @@ impl<N: Clone + BaseFloat> Iso3<N> {
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/// aligned with
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/// * up - Vector pointing `up`. The only requirement of this parameter is to not be colinear
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/// with `at`. Non-colinearity is not checked.
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#[inline]
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pub fn look_at_z(eye: &Pnt3<N>, at: &Pnt3<N>, up: &Vec3<N>) -> Iso3<N> {
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Iso3::new_with_rotmat(eye.as_vec().clone(), Rot3::look_at_z(&(*at - *eye), up))
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}
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}
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impl<N> Iso4<N> {
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// XXX remove that when iso_impl works for Iso4
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/// Creates a new isometry from a rotation matrix and a vector.
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#[inline]
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pub fn new_with_rotmat(translation: Vec4<N>, rotation: Rot4<N>) -> Iso4<N> {
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Iso4 {
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rotation: rotation,
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translation: translation
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}
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}
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}
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iso_impl!(Iso2, Rot2, Vec2, Vec1);
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rotation_matrix_impl!(Iso2, Rot2, Vec2, Vec1);
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rotation_impl!(Iso2, Rot2, Vec1);
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@ -142,26 +117,3 @@ pnt_mul_iso_impl!(Iso3, Pnt3);
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iso_mul_vec_impl!(Iso3, Vec3);
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vec_mul_iso_impl!(Iso3, Vec3);
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arbitrary_iso_impl!(Iso3);
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// iso_impl!(Iso4, Rot4, Vec4, Vec4);
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// rotation_matrix_impl!(Iso4, Rot4, Vec4, Vec4);
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// rotation_impl!(Iso4, Rot4, Vec4);
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dim_impl!(Iso4, 4);
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one_impl!(Iso4);
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absolute_rotate_impl!(Iso4, Vec4);
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// rand_impl!(Iso4);
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approx_eq_impl!(Iso4);
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to_homogeneous_impl!(Iso4, Mat5);
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inv_impl!(Iso4);
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transform_impl!(Iso4, Pnt4);
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transformation_impl!(Iso4);
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rotate_impl!(Iso4, Vec4);
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translation_impl!(Iso4, Vec4);
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translate_impl!(Iso4, Pnt4);
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iso_mul_iso_impl!(Iso4);
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iso_mul_pnt_impl!(Iso4, Pnt4);
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pnt_mul_iso_impl!(Iso4, Pnt4);
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iso_mul_vec_impl!(Iso4, Vec4);
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vec_mul_iso_impl!(Iso4, Vec4);
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// FIXME: as soon as Rot4<N>: Arbitrary
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// arbitrary_iso_impl!(Iso4);
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@ -2,12 +2,12 @@
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pub use self::dmat::{DMat, DMat1, DMat2, DMat3, DMat4, DMat5, DMat6};
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pub use self::dvec::{DVec, DVec1, DVec2, DVec3, DVec4, DVec5, DVec6};
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pub use self::vec::{Vec0, Vec1, Vec2, Vec3, Vec4, Vec5, Vec6};
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pub use self::vec::{Vec1, Vec2, Vec3, Vec4, Vec5, Vec6};
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pub use self::vecn::VecN;
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pub use self::pnt::{Pnt0, Pnt1, Pnt2, Pnt3, Pnt4, Pnt5, Pnt6};
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pub use self::pnt::{Pnt1, Pnt2, Pnt3, Pnt4, Pnt5, Pnt6};
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pub use self::mat::{Identity, Mat1, Mat2, Mat3, Mat4, Mat5, Mat6};
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pub use self::rot::{Rot2, Rot3, Rot4};
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pub use self::iso::{Iso2, Iso3, Iso4};
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pub use self::rot::{Rot2, Rot3};
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pub use self::iso::{Iso2, Iso3};
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pub use self::sim::{Sim2, Sim3};
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pub use self::persp::{Persp3, PerspMat3};
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pub use self::ortho::{Ortho3, OrthoMat3};
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@ -40,7 +40,6 @@ mod ortho;
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mod spec {
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mod identity;
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mod mat;
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mod vec0;
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mod vec;
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mod primitives;
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// mod complex;
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@ -2,7 +2,6 @@
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#![allow(missing_docs)] // we allow missing to avoid having to document the point components.
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use std::marker::PhantomData;
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use std::mem;
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use std::slice::{Iter, IterMut};
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use std::iter::{Iterator, FromIterator, IntoIterator};
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@ -18,29 +17,6 @@ use structs::vec::{Vec1, Vec2, Vec3, Vec4, Vec5, Vec6};
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use quickcheck::{Arbitrary, Gen};
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/// Point of dimension 0.
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///
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/// The main differance between a point and a vector is that a vector is not affected by
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/// translations.
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#[repr(C)]
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#[derive(Eq, PartialEq, Clone, Debug, Copy)]
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pub struct Pnt0<N>(pub PhantomData<N>);
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impl<N> Pnt0<N> {
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/// Creates a new point.
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#[inline]
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pub fn new() -> Pnt0<N> {
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Pnt0(PhantomData)
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}
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}
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impl<N> Repeat<N> for Pnt0<N> {
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#[inline]
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fn repeat(_: N) -> Pnt0<N> {
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Pnt0(PhantomData)
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}
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}
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/// Point of dimension 1.
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///
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/// The main differance between a point and a vector is that a vector is not affected by
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@ -9,9 +9,9 @@ use traits::geometry::{Rotate, Rotation, AbsoluteRotate, RotationMatrix, Rotatio
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ToHomogeneous, Norm, Cross};
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use traits::structure::{Cast, Dim, Row, Col, BaseFloat, BaseNum, Eye, Diag};
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use traits::operations::{Absolute, Inv, Transpose, ApproxEq};
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use structs::vec::{Vec1, Vec2, Vec3, Vec4};
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use structs::pnt::{Pnt2, Pnt3, Pnt4};
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use structs::mat::{Mat2, Mat3, Mat4, Mat5};
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use structs::vec::{Vec1, Vec2, Vec3};
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use structs::pnt::{Pnt2, Pnt3};
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use structs::mat::{Mat2, Mat3, Mat4};
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#[cfg(feature="arbitrary")]
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use quickcheck::{Arbitrary, Gen};
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@ -345,92 +345,6 @@ impl<N: Arbitrary + Clone + BaseFloat> Arbitrary for Rot3<N> {
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}
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/// Four dimensional rotation matrix.
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#[repr(C)]
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#[derive(Eq, PartialEq, RustcEncodable, RustcDecodable, Clone, Debug, Hash, Copy)]
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pub struct Rot4<N> {
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submat: Mat4<N>
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}
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// impl<N> Rot4<N> {
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// pub fn new(left_iso: Quat<N>, right_iso: Quat<N>) -> Rot4<N> {
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// assert!(left_iso.is_unit());
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// assert!(right_iso.is_unright);
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//
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// let mat_left_iso = Mat4::new(
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// left_iso.x, -left_iso.y, -left_iso.z, -left_iso.w,
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// left_iso.y, left_iso.x, -left_iso.w, left_iso.z,
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// left_iso.z, left_iso.w, left_iso.x, -left_iso.y,
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// left_iso.w, -left_iso.z, left_iso.y, left_iso.x);
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// let mat_right_iso = Mat4::new(
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// right_iso.x, -right_iso.y, -right_iso.z, -right_iso.w,
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// right_iso.y, right_iso.x, right_iso.w, -right_iso.z,
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// right_iso.z, -right_iso.w, right_iso.x, right_iso.y,
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// right_iso.w, right_iso.z, -right_iso.y, right_iso.x);
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//
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// Rot4 {
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// submat: mat_left_iso * mat_right_iso
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// }
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// }
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// }
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impl<N: BaseFloat> AbsoluteRotate<Vec4<N>> for Rot4<N> {
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#[inline]
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fn absolute_rotate(&self, v: &Vec4<N>) -> Vec4<N> {
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Vec4::new(
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::abs(&self.submat.m11) * v.x + ::abs(&self.submat.m12) * v.y +
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::abs(&self.submat.m13) * v.z + ::abs(&self.submat.m14) * v.w,
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::abs(&self.submat.m21) * v.x + ::abs(&self.submat.m22) * v.y +
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::abs(&self.submat.m23) * v.z + ::abs(&self.submat.m24) * v.w,
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::abs(&self.submat.m31) * v.x + ::abs(&self.submat.m32) * v.y +
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::abs(&self.submat.m33) * v.z + ::abs(&self.submat.m34) * v.w,
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::abs(&self.submat.m41) * v.x + ::abs(&self.submat.m42) * v.y +
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::abs(&self.submat.m43) * v.z + ::abs(&self.submat.m44) * v.w)
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}
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}
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impl<N: BaseFloat + Clone>
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Rotation<Vec4<N>> for Rot4<N> {
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#[inline]
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fn rotation(&self) -> Vec4<N> {
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panic!("Not yet implemented")
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}
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#[inline]
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fn inv_rotation(&self) -> Vec4<N> {
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panic!("Not yet implemented")
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}
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#[inline]
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fn append_rotation_mut(&mut self, _: &Vec4<N>) {
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panic!("Not yet implemented")
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}
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#[inline]
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fn append_rotation(&self, _: &Vec4<N>) -> Rot4<N> {
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panic!("Not yet implemented")
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}
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#[inline]
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fn prepend_rotation_mut(&mut self, _: &Vec4<N>) {
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panic!("Not yet implemented")
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}
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#[inline]
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fn prepend_rotation(&self, _: &Vec4<N>) -> Rot4<N> {
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panic!("Not yet implemented")
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}
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#[inline]
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fn set_rotation(&mut self, _: Vec4<N>) {
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panic!("Not yet implemented")
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}
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}
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/*
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* Common implementations.
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*/
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@ -478,25 +392,3 @@ inv_impl!(Rot3);
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transpose_impl!(Rot3);
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approx_eq_impl!(Rot3);
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diag_impl!(Rot3, Vec3);
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submat_impl!(Rot4, Mat4);
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rotate_impl!(Rot4, Vec4, Pnt4);
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transform_impl!(Rot4, Vec4, Pnt4);
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dim_impl!(Rot4, 4);
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rot_mul_rot_impl!(Rot4);
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rot_mul_vec_impl!(Rot4, Vec4);
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vec_mul_rot_impl!(Rot4, Vec4);
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rot_mul_pnt_impl!(Rot4, Pnt4);
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pnt_mul_rot_impl!(Rot4, Pnt4);
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one_impl!(Rot4);
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eye_impl!(Rot4);
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rotation_matrix_impl!(Rot4, Vec4, Vec4);
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col_impl!(Rot4, Vec4);
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row_impl!(Rot4, Vec4);
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index_impl!(Rot4);
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absolute_impl!(Rot4, Mat4);
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to_homogeneous_impl!(Rot4, Mat5);
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inv_impl!(Rot4);
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transpose_impl!(Rot4);
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approx_eq_impl!(Rot4);
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diag_impl!(Rot4, Vec4);
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@ -12,6 +12,9 @@ use structs::pnt::{Pnt2, Pnt3};
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use structs::rot::{Rot2, Rot3};
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use structs::iso::{Iso2, Iso3};
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#[cfg(feature="arbitrary")]
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use quickcheck::{Arbitrary, Gen};
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// FIXME: the name is not explicit at all but coherent with the other tree-letters names…
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/// A two-dimensional similarity transformation.
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///
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@ -1,257 +0,0 @@
|
||||
use std::ops::{Add, Sub, Mul, Div, Neg, Index, IndexMut};
|
||||
use std::marker::PhantomData;
|
||||
use std::mem;
|
||||
use std::slice::{Iter, IterMut};
|
||||
use std::iter::{FromIterator, IntoIterator};
|
||||
use rand::{Rand, Rng};
|
||||
use num::{Zero, One};
|
||||
use traits::operations::ApproxEq;
|
||||
use traits::structure::{Iterable, IterableMut, Indexable, Basis, Dim, Shape, BaseFloat, BaseNum, Bounded};
|
||||
use traits::geometry::{Translation, Dot, Norm};
|
||||
use structs::vec;
|
||||
|
||||
impl<N> Zero for vec::Vec0<N> {
|
||||
#[inline]
|
||||
fn zero() -> vec::Vec0<N> {
|
||||
vec::Vec0(PhantomData)
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn is_zero(&self) -> bool {
|
||||
true
|
||||
}
|
||||
}
|
||||
|
||||
impl<N> Index<usize> for vec::Vec0<N> {
|
||||
type Output = N;
|
||||
|
||||
#[inline]
|
||||
fn index(&self, _: usize) -> &N {
|
||||
panic!("Canot index a Vec0.")
|
||||
}
|
||||
}
|
||||
|
||||
impl<N> IndexMut<usize> for vec::Vec0<N> {
|
||||
#[inline]
|
||||
fn index_mut(&mut self, _: usize) -> &mut N {
|
||||
panic!("Canot index a Vec0.")
|
||||
}
|
||||
}
|
||||
|
||||
impl<N> Shape<usize> for vec::Vec0<N> {
|
||||
#[inline]
|
||||
fn shape(&self) -> usize {
|
||||
0
|
||||
}
|
||||
}
|
||||
|
||||
impl<N> Indexable<usize, N> for vec::Vec0<N> {
|
||||
#[inline]
|
||||
fn swap(&mut self, _: usize, _: usize) {
|
||||
}
|
||||
|
||||
#[inline]
|
||||
unsafe fn unsafe_at(&self, _: usize) -> N {
|
||||
panic!("Cannot index a Vec0.")
|
||||
}
|
||||
|
||||
#[inline]
|
||||
unsafe fn unsafe_set(&mut self, _: usize, _: N) {
|
||||
}
|
||||
}
|
||||
|
||||
impl<N: 'static> Iterable<N> for vec::Vec0<N> {
|
||||
#[inline]
|
||||
fn iter<'l>(&'l self) -> Iter<'l, N> {
|
||||
unsafe { mem::transmute::<&'l vec::Vec0<N>, &'l [N; 0]>(self).iter() }
|
||||
}
|
||||
}
|
||||
|
||||
impl<N: 'static> IterableMut<N> for vec::Vec0<N> {
|
||||
#[inline]
|
||||
fn iter_mut<'l>(&'l mut self) -> IterMut<'l, N> {
|
||||
unsafe { mem::transmute::<&'l mut vec::Vec0<N>, &'l mut [N; 0]>(self).iter_mut() }
|
||||
}
|
||||
}
|
||||
|
||||
impl<N> Dim for vec::Vec0<N> {
|
||||
#[inline]
|
||||
fn dim(_: Option<vec::Vec0<N>>) -> usize {
|
||||
0
|
||||
}
|
||||
}
|
||||
|
||||
impl<N> Basis for vec::Vec0<N> {
|
||||
#[inline(always)]
|
||||
fn canonical_basis<F: FnMut(vec::Vec0<N>) -> bool>(_: F) { }
|
||||
|
||||
#[inline(always)]
|
||||
fn orthonormal_subspace_basis<F: FnMut(vec::Vec0<N>) -> bool>(_: &vec::Vec0<N>, _: F) { }
|
||||
|
||||
#[inline(always)]
|
||||
fn canonical_basis_element(_: usize) -> Option<vec::Vec0<N>> {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
impl<N, T> Add<T> for vec::Vec0<N> {
|
||||
type Output = vec::Vec0<N>;
|
||||
|
||||
#[inline]
|
||||
fn add(self, _: T) -> vec::Vec0<N> {
|
||||
vec::Vec0(PhantomData)
|
||||
}
|
||||
}
|
||||
|
||||
impl<N, T> Sub<T> for vec::Vec0<N> {
|
||||
type Output = vec::Vec0<N>;
|
||||
|
||||
#[inline]
|
||||
fn sub(self, _: T) -> vec::Vec0<N> {
|
||||
vec::Vec0(PhantomData)
|
||||
}
|
||||
}
|
||||
|
||||
impl<N: Neg<Output = N> + Copy> Neg for vec::Vec0<N> {
|
||||
type Output = vec::Vec0<N>;
|
||||
|
||||
#[inline]
|
||||
fn neg(self) -> vec::Vec0<N> {
|
||||
vec::Vec0(PhantomData)
|
||||
}
|
||||
}
|
||||
|
||||
impl<N: BaseNum> Dot<N> for vec::Vec0<N> {
|
||||
#[inline]
|
||||
fn dot(&self, _: &vec::Vec0<N>) -> N {
|
||||
::zero()
|
||||
}
|
||||
}
|
||||
|
||||
impl<N, T> Mul<T> for vec::Vec0<N> {
|
||||
type Output = vec::Vec0<N>;
|
||||
|
||||
#[inline]
|
||||
fn mul(self, _: T) -> vec::Vec0<N> {
|
||||
vec::Vec0(PhantomData)
|
||||
}
|
||||
}
|
||||
|
||||
impl<N, T> Div<T> for vec::Vec0<N> {
|
||||
type Output = vec::Vec0<N>;
|
||||
|
||||
#[inline]
|
||||
fn div(self, _: T) -> vec::Vec0<N> {
|
||||
vec::Vec0(PhantomData)
|
||||
}
|
||||
}
|
||||
|
||||
impl<N: Copy + Add<N, Output = N> + Neg<Output = N>> Translation<vec::Vec0<N>> for vec::Vec0<N> {
|
||||
#[inline]
|
||||
fn translation(&self) -> vec::Vec0<N> {
|
||||
*self
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn inv_translation(&self) -> vec::Vec0<N> {
|
||||
-*self
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn append_translation_mut(&mut self, t: &vec::Vec0<N>) {
|
||||
*self = *t + *self;
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn append_translation(&self, t: &vec::Vec0<N>) -> vec::Vec0<N> {
|
||||
*t + self
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn prepend_translation_mut(&mut self, t: &vec::Vec0<N>) {
|
||||
*self = *self + *t;
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn prepend_translation(&self, t: &vec::Vec0<N>) -> vec::Vec0<N> {
|
||||
*self + *t
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn set_translation(&mut self, _: vec::Vec0<N>) {
|
||||
}
|
||||
}
|
||||
|
||||
impl<N: BaseFloat> Norm<N> for vec::Vec0<N> {
|
||||
#[inline]
|
||||
fn sqnorm(&self) -> N {
|
||||
::zero()
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn norm(&self) -> N {
|
||||
::zero()
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn normalize(&self) -> vec::Vec0<N> {
|
||||
::zero()
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn normalize_mut(&mut self) -> N {
|
||||
::zero()
|
||||
}
|
||||
}
|
||||
|
||||
impl<N: ApproxEq<N>> ApproxEq<N> for vec::Vec0<N> {
|
||||
#[inline]
|
||||
fn approx_epsilon(_: Option<vec::Vec0<N>>) -> N {
|
||||
ApproxEq::approx_epsilon(None::<N>)
|
||||
}
|
||||
|
||||
fn approx_ulps(_: Option<vec::Vec0<N>>) -> u32 {
|
||||
ApproxEq::approx_ulps(None::<N>)
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn approx_eq_eps(&self, _: &vec::Vec0<N>, _: &N) -> bool {
|
||||
true
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn approx_eq_ulps(&self, _: &vec::Vec0<N>, _: u32) -> bool {
|
||||
true
|
||||
}
|
||||
}
|
||||
|
||||
impl<N: One> One for vec::Vec0<N> {
|
||||
#[inline]
|
||||
fn one() -> vec::Vec0<N> {
|
||||
vec::Vec0(PhantomData)
|
||||
}
|
||||
}
|
||||
|
||||
impl<N> FromIterator<N> for vec::Vec0<N> {
|
||||
#[inline]
|
||||
fn from_iter<I: IntoIterator<Item = N>>(_: I) -> vec::Vec0<N> {
|
||||
vec::Vec0(PhantomData)
|
||||
}
|
||||
}
|
||||
|
||||
impl<N: Bounded> Bounded for vec::Vec0<N> {
|
||||
#[inline]
|
||||
fn max_value() -> vec::Vec0<N> {
|
||||
vec::Vec0(PhantomData)
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn min_value() -> vec::Vec0<N> {
|
||||
vec::Vec0(PhantomData)
|
||||
}
|
||||
}
|
||||
|
||||
impl<N> Rand for vec::Vec0<N> {
|
||||
#[inline]
|
||||
fn rand<R: Rng>(_: &mut R) -> vec::Vec0<N> { vec::Vec0(PhantomData) }
|
||||
}
|
@ -3,7 +3,6 @@
|
||||
#![allow(missing_docs)] // we allow missing to avoid having to document the dispatch traits.
|
||||
|
||||
use std::ops::{Add, Sub, Mul, Div, Neg, Index, IndexMut};
|
||||
use std::marker::PhantomData;
|
||||
use std::mem;
|
||||
use std::slice::{Iter, IterMut};
|
||||
use std::iter::{Iterator, FromIterator, IntoIterator};
|
||||
@ -20,29 +19,6 @@ use structs::pnt::{Pnt1, Pnt2, Pnt3, Pnt4, Pnt5, Pnt6};
|
||||
use quickcheck::{Arbitrary, Gen};
|
||||
|
||||
|
||||
/// Vector of dimension 0.
|
||||
///
|
||||
/// The main differance between a point and a vector is that a vector is not affected by
|
||||
/// translations.
|
||||
#[repr(C)]
|
||||
#[derive(Eq, PartialEq, Clone, Debug, Copy)]
|
||||
pub struct Vec0<N>(pub PhantomData<N>);
|
||||
|
||||
impl<N> Vec0<N> {
|
||||
/// Creates a new vector.
|
||||
#[inline]
|
||||
pub fn new() -> Vec0<N> {
|
||||
Vec0(PhantomData)
|
||||
}
|
||||
}
|
||||
|
||||
impl<N> Repeat<N> for Vec0<N> {
|
||||
#[inline]
|
||||
fn repeat(_: N) -> Vec0<N> {
|
||||
Vec0(PhantomData)
|
||||
}
|
||||
}
|
||||
|
||||
/// Vector of dimension 1.
|
||||
///
|
||||
/// The main differance between a point and a vector is that a vector is not affected by
|
||||
|
Loading…
Reference in New Issue
Block a user