nalgebra/nalgebra-glm/src/trigonometric.rs

80 lines
2.2 KiB
Rust

use na::{self, Real, DefaultAllocator};
use aliases::Vec;
use traits::{Alloc, Dimension};
pub fn acos<N: Real, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
where DefaultAllocator: Alloc<N, D> {
x.map(|e| e.acos())
}
pub fn acosh<N: Real, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
where DefaultAllocator: Alloc<N, D> {
x.map(|e| e.acosh())
}
pub fn asin<N: Real, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
where DefaultAllocator: Alloc<N, D> {
x.map(|e| e.asin())
}
pub fn asinh<N: Real, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
where DefaultAllocator: Alloc<N, D> {
x.map(|e| e.asinh())
}
pub fn atan2<N: Real, D: Dimension>(y: &Vec<N, D>, x: &Vec<N, D>) -> Vec<N, D>
where DefaultAllocator: Alloc<N, D> {
y.zip_map(x, |y, x| y.atan2(x))
}
pub fn atan<N: Real, D: Dimension>(y_over_x: &Vec<N, D>) -> Vec<N, D>
where DefaultAllocator: Alloc<N, D> {
y_over_x.map(|e| e.atan())
}
pub fn atanh<N: Real, D: Dimension>(x: &Vec<N, D>) -> Vec<N, D>
where DefaultAllocator: Alloc<N, D> {
x.map(|e| e.atanh())
}
pub fn cos<N: Real, D: Dimension>(angle: &Vec<N, D>) -> Vec<N, D>
where DefaultAllocator: Alloc<N, D> {
angle.map(|e| e.cos())
}
pub fn cosh<N: Real, D: Dimension>(angle: &Vec<N, D>) -> Vec<N, D>
where DefaultAllocator: Alloc<N, D> {
angle.map(|e| e.cosh())
}
pub fn degrees<N: Real, D: Dimension>(radians: &Vec<N, D>) -> Vec<N, D>
where DefaultAllocator: Alloc<N, D> {
radians.map(|e| e * na::convert(180.0) / N::pi())
}
pub fn radians<N: Real, D: Dimension>(degrees: &Vec<N, D>) -> Vec<N, D>
where DefaultAllocator: Alloc<N, D> {
degrees.map(|e| e * N::pi() / na::convert(180.0))
}
pub fn sin<N: Real, D: Dimension>(angle: &Vec<N, D>) -> Vec<N, D>
where DefaultAllocator: Alloc<N, D> {
angle.map(|e| e.sin())
}
pub fn sinh<N: Real, D: Dimension>(angle: &Vec<N, D>) -> Vec<N, D>
where DefaultAllocator: Alloc<N, D> {
angle.map(|e| e.sinh())
}
pub fn tan<N: Real, D: Dimension>(angle: &Vec<N, D>) -> Vec<N, D>
where DefaultAllocator: Alloc<N, D> {
angle.map(|e| e.tan())
}
pub fn tanh<N: Real, D: Dimension>(angle: &Vec<N, D>) -> Vec<N, D>
where DefaultAllocator: Alloc<N, D> {
angle.map(|e| e.tanh())
}