cgmath/src/angle.rs

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use core::cmp::{Eq, Ord};
use core::f64::consts::pi;
use funs::triganomic::{cos, sin};
use mat::{Mat3, Mat4};
use num::cast::{NumCast, cast};
use quat::Quat;
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use vec::Vec3;
/**
* The base trait for anglular units
*/
pub trait Angle<T>: Add<self,self>
, Sub<self,self>
, Mul<T,self>
, Div<T,self>
, Modulo<T,self>
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, Neg<self>
, Eq, Ord {
pure fn to_radians() -> Radians<T>;
pure fn to_degrees() -> Degrees<T>;
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}
pub enum Radians<T> = T;
pub impl<T:Copy Num NumCast> Radians<T>: Angle<T> {
#[inline(always)] pure fn to_radians() -> Radians<T> { self }
#[inline(always)] pure fn to_degrees() -> Degrees<T> { Degrees(*self * cast(180.0 / pi)) }
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#[inline(always)] pure fn add(rhs: &Radians<T>) -> Radians<T> { Radians(*self + **rhs) }
#[inline(always)] pure fn sub(rhs: &Radians<T>) -> Radians<T> { Radians(*self - **rhs) }
#[inline(always)] pure fn mul(rhs: &T) -> Radians<T> { Radians(*self * *rhs) }
#[inline(always)] pure fn div(rhs: &T) -> Radians<T> { Radians(*self / *rhs) }
#[inline(always)] pure fn modulo(rhs: &T) -> Radians<T> { Radians(*self % *rhs) }
#[inline(always)] pure fn neg() -> Radians<T> { Radians(-*self) }
}
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pub impl<T:Copy Eq> Radians<T>: Eq {
#[inline(always)] pure fn eq(other: &Radians<T>) -> bool { *self == **other }
#[inline(always)] pure fn ne(other: &Radians<T>) -> bool { *self != **other }
}
pub impl<T:Copy Ord> Radians<T>: Ord {
#[inline(always)] pure fn lt(other: &Radians<T>) -> bool { *self < **other }
#[inline(always)] pure fn le(other: &Radians<T>) -> bool { *self <= **other }
#[inline(always)] pure fn ge(other: &Radians<T>) -> bool { *self >= **other }
#[inline(always)] pure fn gt(other: &Radians<T>) -> bool { *self > **other }
}
pub enum Degrees<T> = T;
pub impl<T:Copy Num NumCast> Degrees<T>: Angle<T> {
#[inline(always)] pure fn to_radians() -> Radians<T> { Radians(*self * cast(pi / 180.0)) }
#[inline(always)] pure fn to_degrees() -> Degrees<T> { self }
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#[inline(always)] pure fn add(rhs: &Degrees<T>) -> Degrees<T> { Degrees(*self + **rhs) }
#[inline(always)] pure fn sub(rhs: &Degrees<T>) -> Degrees<T> { Degrees(*self - **rhs) }
#[inline(always)] pure fn mul(rhs: &T) -> Degrees<T> { Degrees(*self * *rhs) }
#[inline(always)] pure fn div(rhs: &T) -> Degrees<T> { Degrees(*self / *rhs) }
#[inline(always)] pure fn modulo(rhs: &T) -> Degrees<T> { Degrees(*self % *rhs) }
#[inline(always)] pure fn neg() -> Degrees<T> { Degrees(-*self) }
}
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pub impl<T:Copy Eq> Degrees<T>: Eq {
#[inline(always)] pure fn eq(other: &Degrees<T>) -> bool { *self == **other }
#[inline(always)] pure fn ne(other: &Degrees<T>) -> bool { *self != **other }
}
pub impl<T:Copy Ord> Degrees<T>: Ord {
#[inline(always)] pure fn lt(other: &Degrees<T>) -> bool { *self < **other }
#[inline(always)] pure fn le(other: &Degrees<T>) -> bool { *self <= **other }
#[inline(always)] pure fn ge(other: &Degrees<T>) -> bool { *self >= **other }
#[inline(always)] pure fn gt(other: &Degrees<T>) -> bool { *self > **other }
}
/**
* An angular rotation around an arbitary axis
*/
pub struct Rotation<T> {
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axis: Vec3<T>,
theta: Radians<T>,
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}
pub impl<T:Copy Num NumCast> Rotation<T> {
pure fn to_mat3() -> Mat3<T> {
let c: T = cos(&self.theta);
let s: T = sin(&self.theta);
let _0: T = cast(0);
let _1: T = cast(1);
let t: T = _1 - c;
let x = self.axis.x;
let y = self.axis.y;
let z = self.axis.z;
Mat3::new(t * x * x + c, t * x * y + s * z, t * x * z - s * y,
t * x * y - s * z, t * y * y + c, t * y * z + s * x,
t * x * z - s - y, t * y * z - s * x, t * z * z + c)
}
pure fn to_mat4() -> Mat4<T> {
self.to_mat3().to_mat4()
}
pure fn to_quat() -> Quat<T> {
let half = self.theta / cast(2);
Quat::from_sv(cos(&half), self.axis.mul_t(sin(&half)))
}
}
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pub struct Euler<T> {
x: Radians<T>, // pitch
y: Radians<T>, // yaw
z: Radians<T>, // roll
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}