cgmath/src/vec4.rs

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use core::cast::transmute;
use core::cmp::{Eq, Ord};
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use core::ptr::to_unsafe_ptr;
use core::sys::size_of;
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use core::util::swap;
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use core::vec::raw::buf_as_slice;
use std::cmp::FuzzyEq;
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use numeric::*;
use numeric::number::Number::{zero,one};
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use vec::{
Vector,
Vector4,
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MutableVector,
NumericVector,
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NumericVector4,
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MutableNumericVector,
ToHomogeneous,
EuclideanVector,
MutableEuclideanVector,
EquableVector,
OrdinalVector,
BooleanVector,
};
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/**
* A 4-dimensional vector
*
* # Type parameters
*
* * `T` - The type of the components. This is intended to support boolean,
* integer, unsigned integer, and floating point types.
*
* # Fields
*
* * `x` - the first component of the vector
* * `y` - the second component of the vector
* * `z` - the third component of the vector
* * `w` - the fourth component of the vector
*/
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#[deriving_eq]
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pub struct Vec4<T> { x: T, y: T, z: T, w: T }
pub impl<T:Copy Eq> Vec4<T>: Vector<T> {
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#[inline(always)]
static pure fn from_value(value: T) -> Vec4<T> {
Vector4::new(value, value, value, value)
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}
#[inline(always)]
pure fn to_ptr(&self) -> *T {
unsafe {
transmute::<*Vec4<T>, *T>(
to_unsafe_ptr(self)
)
}
}
}
pub impl<T> Vec4<T>: Vector4<T> {
#[inline(always)]
static pure fn new(x: T, y: T, z: T, w: T) -> Vec4<T> {
Vec4 { x: x, y: y, z: z, w: w }
}
}
pub impl<T:Copy Eq> Vec4<T>: Index<uint, T> {
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#[inline(always)]
pure fn index(&self, i: uint) -> T {
unsafe { do buf_as_slice(self.to_ptr(), 4) |slice| { slice[i] } }
}
}
pub impl<T:Copy> Vec4<T>: MutableVector<T> {
#[inline(always)]
fn index_mut(&mut self, i: uint) -> &self/mut T {
match i {
0 => &mut self.x,
1 => &mut self.y,
2 => &mut self.z,
3 => &mut self.w,
_ => fail(fmt!("index out of bounds: expected an index from 0 to 3, but found %u", i))
}
}
#[inline(always)]
fn swap(&mut self, a: uint, b: uint) {
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swap(self.index_mut(a),
self.index_mut(b));
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}
}
pub impl<T:Copy Number> Vec4<T>: NumericVector<T> {
#[inline(always)]
static pure fn identity() -> Vec4<T> {
Vector4::new(one::<T>(), one::<T>(), one::<T>(), one::<T>())
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}
#[inline(always)]
static pure fn zero() -> Vec4<T> {
Vector4::new(zero::<T>(), zero::<T>(), zero::<T>(), zero::<T>())
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}
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#[inline(always)]
pure fn is_zero(&self) -> bool {
self[0] == zero() &&
self[1] == zero() &&
self[2] == zero() &&
self[3] == zero()
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}
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#[inline(always)]
pure fn mul_t(&self, value: T) -> Vec4<T> {
Vector4::new(self[0] * value,
self[1] * value,
self[2] * value,
self[3] * value)
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}
#[inline(always)]
pure fn div_t(&self, value: T) -> Vec4<T> {
Vector4::new(self[0] / value,
self[1] / value,
self[2] / value,
self[3] / value)
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}
#[inline(always)]
pure fn add_v(&self, other: &Vec4<T>) -> Vec4<T> {
Vector4::new(self[0] + other[0],
self[1] + other[1],
self[2] + other[2],
self[3] + other[3])
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}
#[inline(always)]
pure fn sub_v(&self, other: &Vec4<T>) -> Vec4<T> {
Vector4::new(self[0] - other[0],
self[1] - other[1],
self[2] - other[2],
self[3] - other[3])
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}
#[inline(always)]
pure fn mul_v(&self, other: &Vec4<T>) -> Vec4<T> {
Vector4::new(self[0] * other[0],
self[1] * other[1],
self[2] * other[2],
self[3] * other[3])
}
#[inline(always)]
pure fn div_v(&self, other: &Vec4<T>) -> Vec4<T> {
Vector4::new(self[0] / other[0],
self[1] / other[1],
self[2] / other[2],
self[3] / other[3])
}
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#[inline(always)]
pure fn dot(&self, other: &Vec4<T>) -> T {
self[0] * other[0] +
self[1] * other[1] +
self[2] * other[2] +
self[3] * other[3]
}
}
pub impl<T:Copy Number> Vec4<T>: Neg<Vec4<T>> {
#[inline(always)]
pure fn neg(&self) -> Vec4<T> {
Vector4::new(-self[0], -self[1], -self[2], -self[3])
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}
}
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pub impl<T:Copy Number> Vec4<T>: NumericVector4<T> {
#[inline(always)]
static pure fn unit_x() -> Vec4<T> {
Vector4::new(one::<T>(), zero::<T>(), zero::<T>(), zero::<T>())
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}
#[inline(always)]
static pure fn unit_y() -> Vec4<T> {
Vector4::new(zero::<T>(), one::<T>(), zero::<T>(), zero::<T>())
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}
#[inline(always)]
static pure fn unit_z() -> Vec4<T> {
Vector4::new(zero::<T>(), zero::<T>(), one::<T>(), zero::<T>())
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}
#[inline(always)]
static pure fn unit_w() -> Vec4<T> {
Vector4::new(zero::<T>(), zero::<T>(), zero::<T>(), one::<T>())
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}
}
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pub impl<T:Copy Number> Vec4<T>: MutableNumericVector<&self/T> {
#[inline(always)]
fn neg_self(&mut self) {
*self.index_mut(0) = -*self.index_mut(0);
*self.index_mut(1) = -*self.index_mut(1);
*self.index_mut(2) = -*self.index_mut(2);
*self.index_mut(3) = -*self.index_mut(3);
}
#[inline(always)]
fn mul_self_t(&mut self, value: &T) {
*self.index_mut(0) *= (*value);
*self.index_mut(1) *= (*value);
*self.index_mut(2) *= (*value);
*self.index_mut(3) *= (*value);
}
#[inline(always)]
fn div_self_t(&mut self, value: &T) {
*self.index_mut(0) /= (*value);
*self.index_mut(1) /= (*value);
*self.index_mut(2) /= (*value);
*self.index_mut(3) /= (*value);
}
#[inline(always)]
fn add_self_v(&mut self, other: &Vec4<T>) {
*self.index_mut(0) += other[0];
*self.index_mut(1) += other[1];
*self.index_mut(2) += other[2];
*self.index_mut(3) += other[3];
}
#[inline(always)]
fn sub_self_v(&mut self, other: &Vec4<T>) {
*self.index_mut(0) -= other[0];
*self.index_mut(1) -= other[1];
*self.index_mut(2) -= other[2];
*self.index_mut(3) -= other[3];
}
#[inline(always)]
fn mul_self_v(&mut self, other: &Vec4<T>) {
*self.index_mut(0) *= other[0];
*self.index_mut(1) *= other[1];
*self.index_mut(2) *= other[2];
*self.index_mut(3) *= other[3];
}
#[inline(always)]
fn div_self_v(&mut self, other: &Vec4<T>) {
*self.index_mut(0) /= other[0];
*self.index_mut(1) /= other[1];
*self.index_mut(2) /= other[2];
*self.index_mut(3) /= other[3];
}
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}
pub impl<T:Copy Float> Vec4<T>: EuclideanVector<T> {
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#[inline(always)]
pure fn length2(&self) -> T {
self.dot(self)
}
#[inline(always)]
pure fn length(&self) -> T {
self.length2().sqrt()
}
#[inline(always)]
pure fn distance2(&self, other: &Vec4<T>) -> T {
other.sub_v(self).length2()
}
#[inline(always)]
pure fn distance(&self, other: &Vec4<T>) -> T {
other.distance2(self).sqrt()
}
#[inline(always)]
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pure fn angle(&self, other: &Vec4<T>) -> T {
acos(self.dot(other) / (self.length() * other.length()))
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}
#[inline(always)]
pure fn normalize(&self) -> Vec4<T> {
self.mul_t(one::<T>()/self.length())
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}
#[inline(always)]
pure fn normalize_to(&self, length: T) -> Vec4<T> {
self.mul_t(length / self.length())
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}
#[inline(always)]
pure fn lerp(&self, other: &Vec4<T>, amount: T) -> Vec4<T> {
self.add_v(&other.sub_v(self).mul_t(amount))
}
}
pub impl<T:Copy Float> Vec4<T>: MutableEuclideanVector<&self/T> {
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#[inline(always)]
fn normalize_self(&mut self) {
let n = one::<T>() / self.length();
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self.mul_self_t(&n);
}
#[inline(always)]
fn normalize_self_to(&mut self, length: &T) {
let n = length / self.length();
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self.mul_self_t(&n);
}
fn lerp_self(&mut self, other: &Vec4<T>, amount: &T) {
self.add_self_v(&other.sub_v(&*self).mul_t(*amount));
}
}
pub impl<T:Copy FuzzyEq Eq> Vec4<T>: FuzzyEq {
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#[inline(always)]
pure fn fuzzy_eq(other: &Vec4<T>) -> bool {
self[0].fuzzy_eq(&other[0]) &&
self[1].fuzzy_eq(&other[1]) &&
self[2].fuzzy_eq(&other[2]) &&
self[3].fuzzy_eq(&other[3])
}
}
pub impl<T:Copy Ord Eq> Vec4<T>: OrdinalVector<T, Vec4<bool>> {
#[inline(always)]
pure fn less_than(&self, other: &Vec4<T>) -> Vec4<bool> {
Vector4::new(self[0] < other[0],
self[1] < other[1],
self[2] < other[2],
self[3] < other[3])
}
#[inline(always)]
pure fn less_than_equal(&self, other: &Vec4<T>) -> Vec4<bool> {
Vector4::new(self[0] <= other[0],
self[1] <= other[1],
self[2] <= other[2],
self[3] <= other[3])
}
#[inline(always)]
pure fn greater_than(&self, other: &Vec4<T>) -> Vec4<bool> {
Vector4::new(self[0] > other[0],
self[1] > other[1],
self[2] > other[2],
self[3] > other[3])
}
#[inline(always)]
pure fn greater_than_equal(&self, other: &Vec4<T>) -> Vec4<bool> {
Vector4::new(self[0] >= other[0],
self[1] >= other[1],
self[2] >= other[2],
self[3] >= other[3])
}
}
pub impl<T:Copy Eq> Vec4<T>: EquableVector<T, Vec4<bool>> {
#[inline(always)]
pure fn equal(&self, other: &Vec4<T>) -> Vec4<bool> {
Vector4::new(self[0] == other[0],
self[1] == other[1],
self[2] == other[2],
self[3] == other[3])
}
#[inline(always)]
pure fn not_equal(&self, other: &Vec4<T>) -> Vec4<bool> {
Vector4::new(self[0] != other[0],
self[1] != other[1],
self[2] != other[2],
self[3] != other[3])
}
}
pub impl Vec4<bool>: BooleanVector {
#[inline(always)]
pure fn any(&self) -> bool {
self[0] || self[1] || self[2] || self[3]
}
#[inline(always)]
pure fn all(&self) -> bool {
self[0] && self[1] && self[2] && self[3]
}
#[inline(always)]
pure fn not(&self) -> Vec4<bool> {
Vector4::new(!self[0], !self[1], !self[2], !self[3])
}
}
// GLSL-style type aliases, corresponding to Section 4.1.5 of the [GLSL 4.30.6 specification]
// (http://www.opengl.org/registry/doc/GLSLangSpec.4.30.6.pdf).
pub type vec4 = Vec4<f32>; // a four-component single-precision floating-point vector
pub type dvec4 = Vec4<f64>; // a four-component double-precision floating-point vector
pub type bvec4 = Vec4<bool>; // a four-component Boolean vector
pub type ivec4 = Vec4<i32>; // a four-component signed integer vector
pub type uvec4 = Vec4<u32>; // a four-component unsigned integer vector
// Static method wrappers for GLSL-style types
pub impl vec4 {
#[inline(always)] static pure fn new(x: f32, y: f32, z: f32, w: f32) -> vec4 { Vector4::new(x, y, z, w) }
#[inline(always)] static pure fn from_value(v: f32) -> vec4 { Vector::from_value(v) }
#[inline(always)] static pure fn identity() -> vec4 { NumericVector::identity() }
#[inline(always)] static pure fn zero() -> vec4 { NumericVector::zero() }
#[inline(always)] static pure fn unit_x() -> vec4 { NumericVector4::unit_x() }
#[inline(always)] static pure fn unit_y() -> vec4 { NumericVector4::unit_y() }
#[inline(always)] static pure fn unit_z() -> vec4 { NumericVector4::unit_z() }
#[inline(always)] static pure fn unit_w() -> vec4 { NumericVector4::unit_w() }
#[inline(always)] static pure fn dim() -> uint { 4 }
#[inline(always)] static pure fn size_of() -> uint { size_of::<vec4>() }
}
pub impl dvec4 {
#[inline(always)] static pure fn new(x: f64, y: f64, z: f64, w: f64) -> dvec4 { Vector4::new(x, y, z, w) }
#[inline(always)] static pure fn from_value(v: f64) -> dvec4 { Vector::from_value(v) }
#[inline(always)] static pure fn identity() -> dvec4 { NumericVector::identity() }
#[inline(always)] static pure fn zero() -> dvec4 { NumericVector::zero() }
#[inline(always)] static pure fn unit_x() -> dvec4 { NumericVector4::unit_x() }
#[inline(always)] static pure fn unit_y() -> dvec4 { NumericVector4::unit_y() }
#[inline(always)] static pure fn unit_z() -> dvec4 { NumericVector4::unit_z() }
#[inline(always)] static pure fn unit_w() -> dvec4 { NumericVector4::unit_w() }
#[inline(always)] static pure fn dim() -> uint { 4 }
#[inline(always)] static pure fn size_of() -> uint { size_of::<dvec4>() }
}
pub impl bvec4 {
#[inline(always)] static pure fn new(x: bool, y: bool, z: bool, w: bool) -> bvec4 { Vector4::new(x, y, z, w) }
#[inline(always)] static pure fn from_value(v: bool) -> bvec4 { Vector::from_value(v) }
#[inline(always)] static pure fn dim() -> uint { 4 }
#[inline(always)] static pure fn size_of() -> uint { size_of::<bvec4>() }
}
pub impl ivec4 {
#[inline(always)] static pure fn new(x: i32, y: i32, z: i32, w: i32) -> ivec4 { Vector4::new(x, y, z, w) }
#[inline(always)] static pure fn from_value(v: i32) -> ivec4 { Vector::from_value(v) }
#[inline(always)] static pure fn identity() -> ivec4 { NumericVector::identity() }
#[inline(always)] static pure fn zero() -> ivec4 { NumericVector::zero() }
#[inline(always)] static pure fn unit_x() -> ivec4 { NumericVector4::unit_x() }
#[inline(always)] static pure fn unit_y() -> ivec4 { NumericVector4::unit_y() }
#[inline(always)] static pure fn unit_z() -> ivec4 { NumericVector4::unit_z() }
#[inline(always)] static pure fn unit_w() -> ivec4 { NumericVector4::unit_w() }
#[inline(always)] static pure fn dim() -> uint { 4 }
#[inline(always)] static pure fn size_of() -> uint { size_of::<ivec4>() }
}
pub impl uvec4 {
#[inline(always)] static pure fn new(x: u32, y: u32, z: u32, w: u32) -> uvec4 { Vector4::new(x, y, z, w) }
#[inline(always)] static pure fn from_value(v: u32) -> uvec4 { Vector::from_value(v) }
#[inline(always)] static pure fn identity() -> uvec4 { NumericVector::identity() }
#[inline(always)] static pure fn zero() -> uvec4 { NumericVector::zero() }
#[inline(always)] static pure fn unit_x() -> uvec4 { NumericVector4::unit_x() }
#[inline(always)] static pure fn unit_y() -> uvec4 { NumericVector4::unit_y() }
#[inline(always)] static pure fn unit_z() -> uvec4 { NumericVector4::unit_z() }
#[inline(always)] static pure fn unit_w() -> uvec4 { NumericVector4::unit_w() }
#[inline(always)] static pure fn dim() -> uint { 4 }
#[inline(always)] static pure fn size_of() -> uint { size_of::<uvec4>() }
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}