2012-12-13 13:01:42 +00:00
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use core::cast::transmute;
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2012-12-16 05:19:38 +00:00
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use core::cmp::{Eq, Ord};
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2012-12-13 13:01:42 +00:00
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use core::ptr::to_unsafe_ptr;
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use core::vec::raw::buf_as_slice;
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use std::cmp::FuzzyEq;
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2012-12-16 05:05:04 +00:00
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use numeric::traits::*;
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use numeric::types::angle::Radians;
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use numeric::types::float::Float;
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use numeric::types::number::Number;
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2012-12-13 13:01:42 +00:00
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/**
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* A 3-dimensional vector
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*
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* # Type parameters
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*
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* * `T` - The type of the components. This is intended to support boolean,
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* integer, unsigned integer, and floating point types.
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*
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* # Fields
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*
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* * `x` - the first component of the vector
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* * `y` - the second component of the vector
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* * `z` - the third component of the vector
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*/
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pub struct Vec3<T> { x: T, y: T, z: T }
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pub impl<T> Vec3<T>/*: Vector3<T>*/ {
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#[inline(always)]
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static pure fn new(x: T, y: T, z: T) -> Vec3<T> {
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Vec3 { x: move x, y: move y, z: move z }
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}
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}
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pub impl<T:Copy> Vec3<T>: Vector<T> {
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#[inline(always)]
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static pure fn from_value(value: T) -> Vec3<T> {
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Vec3::new(value, value, value)
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}
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#[inline(always)]
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pure fn to_ptr(&self) -> *T {
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unsafe {
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transmute::<*Vec3<T>, *T>(
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to_unsafe_ptr(self)
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)
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}
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}
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}
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pub impl<T:Copy> Vec3<T>: Index<uint, T> {
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#[inline(always)]
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pure fn index(&self, i: uint) -> T {
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unsafe { do buf_as_slice(self.to_ptr(), 3) |slice| { slice[i] } }
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}
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}
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pub impl<T:Copy> Vec3<T>: MutableVector<T> {
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#[inline(always)]
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fn index_mut(&mut self, i: uint) -> &self/mut T {
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match i {
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0 => &mut self.x,
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1 => &mut self.y,
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2 => &mut self.z,
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_ => fail(fmt!("index out of bounds: expected an index from 0 to 2, but found %u", i))
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}
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}
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#[inline(always)]
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fn swap(&mut self, a: uint, b: uint) {
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util::swap(self.index_mut(a),
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self.index_mut(b));
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}
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}
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pub impl<T:Copy Number> Vec3<T>: NumericVector<T> {
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#[inline(always)]
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static pure fn identity() -> Vec3<T> {
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Vec3::new(Number::one(),
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Number::one(),
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Number::one())
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}
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#[inline(always)]
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static pure fn zero() -> Vec3<T> {
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Vec3::new(Number::zero(),
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Number::zero(),
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Number::zero())
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}
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#[inline(always)]
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pure fn mul_t(&self, value: T) -> Vec3<T> {
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Vec3::new(self[0] * value,
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self[1] * value,
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self[2] * value)
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}
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#[inline(always)]
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pure fn div_t(&self, value: T) -> Vec3<T> {
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Vec3::new(self[0] / value,
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self[1] / value,
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self[2] / value)
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}
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#[inline(always)]
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pure fn add_v(&self, other: &Vec3<T>) -> Vec3<T>{
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Vec3::new(self[0] + other[0],
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self[1] + other[1],
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self[2] + other[2])
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}
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#[inline(always)]
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pure fn sub_v(&self, other: &Vec3<T>) -> Vec3<T>{
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Vec3::new(self[0] - other[0],
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self[1] - other[1],
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self[2] - other[2])
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}
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#[inline(always)]
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pure fn dot(&self, other: &Vec3<T>) -> T {
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self[0] * other[0] +
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self[1] * other[1] +
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self[2] * other[2]
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}
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}
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pub impl<T:Copy Number> Vec3<T>: Neg<Vec3<T>> {
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#[inline(always)]
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pure fn neg(&self) -> Vec3<T> {
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Vec3::new(-self[0], -self[1], -self[2])
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}
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}
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pub impl<T:Copy Number> Vec3<T>: MutableNumericVector<&self/T> {
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#[inline(always)]
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fn neg_self(&mut self) {
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*self.index_mut(0) = -*self.index_mut(0);
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*self.index_mut(1) = -*self.index_mut(1);
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*self.index_mut(2) = -*self.index_mut(2);
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}
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#[inline(always)]
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fn mul_self_t(&mut self, value: &T) {
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*self.index_mut(0) *= (*value);
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*self.index_mut(1) *= (*value);
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*self.index_mut(2) *= (*value);
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}
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#[inline(always)]
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fn div_self_t(&mut self, value: &T) {
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*self.index_mut(0) /= (*value);
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*self.index_mut(1) /= (*value);
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*self.index_mut(2) /= (*value);
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}
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#[inline(always)]
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fn add_self_v(&mut self, other: &Vec3<T>) {
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*self.index_mut(0) += other[0];
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*self.index_mut(1) += other[1];
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*self.index_mut(2) += other[2];
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}
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#[inline(always)]
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fn sub_self_v(&mut self, other: &Vec3<T>) {
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*self.index_mut(0) -= other[0];
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*self.index_mut(1) -= other[1];
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*self.index_mut(2) -= other[2];
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}
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}
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pub impl<T:Copy Number> Vec3<T>: NumericVector3<T> {
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#[inline(always)]
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pure fn cross(&self, other: &Vec3<T>) -> Vec3<T> {
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Vec3::new((self[1] * other[2]) - (self[2] * other[1]),
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(self[2] * other[0]) - (self[0] * other[2]),
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(self[0] * other[1]) - (self[1] * other[0]))
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}
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}
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pub impl<T:Copy Number> Vec3<T>: MutableNumericVector3<&self/T> {
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#[inline(always)]
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fn cross_self(&mut self, other: &Vec3<T>) {
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*self = self.cross(other);
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}
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}
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2012-12-16 05:05:04 +00:00
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pub impl<T:Copy Float> Vec3<T>: EuclideanVector<T> {
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2012-12-13 13:01:42 +00:00
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#[inline(always)]
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pure fn length2(&self) -> T {
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self.dot(self)
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}
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#[inline(always)]
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pure fn length(&self) -> T {
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self.length2().sqrt()
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}
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#[inline(always)]
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pure fn distance2(&self, other: &Vec3<T>) -> T {
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other.sub_v(self).length2()
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}
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#[inline(always)]
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pure fn distance(&self, other: &Vec3<T>) -> T {
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other.distance2(self).sqrt()
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}
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#[inline(always)]
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pure fn angle(&self, other: &Vec3<T>) -> Radians<T> {
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atan2(&self.cross(other).length(), &self.dot(other))
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}
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#[inline(always)]
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pure fn normalize(&self) -> Vec3<T> {
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let mut n: T = Number::from(1);
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n /= self.length();
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return self.mul_t(n);
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}
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#[inline(always)]
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pure fn normalize_to(&self, length: T) -> Vec3<T> {
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let mut n: T = length / self.length();
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return self.mul_t(n);
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}
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#[inline(always)]
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pure fn lerp(&self, other: &Vec3<T>, amount: T) -> Vec3<T> {
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self.add_v(&other.sub_v(self).mul_t(amount))
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}
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}
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2012-12-16 05:05:04 +00:00
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pub impl<T:Copy Float> Vec3<T>: MutableEuclideanVector<&self/T> {
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2012-12-13 13:01:42 +00:00
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#[inline(always)]
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fn normalize_self(&mut self) {
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let mut n: T = Number::from(1);
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n /= self.length();
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self.mul_self_t(&n);
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}
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#[inline(always)]
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fn normalize_self_to(&mut self, length: &T) {
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let mut n: T = length / self.length();
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self.mul_self_t(&n);
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}
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fn lerp_self(&mut self, other: &Vec3<T>, amount: &T) {
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self.add_self_v(&other.sub_v(&*self).mul_t(*amount));
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}
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}
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pub impl<T:Copy Eq> Vec3<T>: Eq {
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#[inline(always)]
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pure fn eq(&self, other: &Vec3<T>) -> bool {
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self[0] == other[0] &&
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self[1] == other[1] &&
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self[2] == other[2]
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}
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#[inline(always)]
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pure fn ne(&self, other: &Vec3<T>) -> bool {
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!(self == other)
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}
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}
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pub impl<T:Copy FuzzyEq> Vec3<T>: FuzzyEq {
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#[inline(always)]
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pure fn fuzzy_eq(other: &Vec3<T>) -> bool {
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self[0].fuzzy_eq(&other[0]) &&
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self[1].fuzzy_eq(&other[1]) &&
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self[2].fuzzy_eq(&other[2])
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}
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2012-12-16 05:19:38 +00:00
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}
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pub impl<T:Copy Ord Eq> Vec3<T>: RelationalVector<T, Vec3<bool>> {
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#[inline(always)]
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pure fn less_than(&self, other: &Vec3<T>) -> Vec3<bool> {
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Vec3::new(self[0] < other[0],
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self[1] < other[1],
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self[2] < other[2])
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}
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#[inline(always)]
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pure fn less_than_equal(&self, other: &Vec3<T>) -> Vec3<bool> {
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Vec3::new(self[0] <= other[0],
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self[1] <= other[1],
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self[2] <= other[2])
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}
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#[inline(always)]
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pure fn greater_than(&self, other: &Vec3<T>) -> Vec3<bool> {
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Vec3::new(self[0] > other[0],
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self[1] > other[1],
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self[2] > other[2])
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}
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#[inline(always)]
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pure fn greater_than_equal(&self, other: &Vec3<T>) -> Vec3<bool> {
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Vec3::new(self[0] >= other[0],
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self[1] >= other[1],
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self[2] >= other[2])
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}
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#[inline(always)]
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pure fn equal(&self, other: &Vec3<T>) -> Vec3<bool> {
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Vec3::new(self[0] == other[0],
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self[1] == other[1],
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self[2] == other[2])
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}
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#[inline(always)]
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pure fn not_equal(&self, other: &Vec3<T>) -> Vec3<bool> {
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Vec3::new(self[0] != other[0],
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self[1] != other[1],
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self[2] != other[2])
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}
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}
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pub impl Vec3<bool>: BooleanVector {
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#[inline(always)]
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pure fn any(&self) -> bool {
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self[0] || self[1] || self[2]
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}
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#[inline(always)]
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pure fn all(&self) -> bool {
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self[0] && self[1] && self[2]
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}
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#[inline(always)]
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pure fn not(&self) -> Vec3<bool> {
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Vec3::new(!self[0], !self[1], !self[2])
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}
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2012-12-13 13:01:42 +00:00
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}
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