Add ray types
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@ -28,6 +28,8 @@ pub mod point;
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pub mod quaternion;
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pub mod quaternion;
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pub mod vector;
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pub mod vector;
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pub mod ray;
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pub mod projection;
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pub mod projection;
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pub mod util {
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pub mod util {
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45
src/cgmath/ray.rs
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45
src/cgmath/ray.rs
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@ -0,0 +1,45 @@
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// Copyright 2013 The CGMath Developers. For a full listing of the authors,
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// refer to the AUTHORS file at the top-level directionectory of this distribution.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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use point::{Point2, Point3};
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use vector::{Vec2, Vec3};
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#[deriving(Clone, Eq)]
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pub struct Ray2<S> {
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origin: Point2<S>,
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direction: Vec2<S>,
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}
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impl<S> Ray2<S> {
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/// Creates a new ray from a position coordinate and a direction vector
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#[inline]
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pub fn new(origin: Point2<S>, direction: Vec2<S>) -> Ray2<S> {
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Ray2 { origin: origin, direction: direction }
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}
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}
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#[deriving(Clone, Eq)]
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pub struct Ray3<S> {
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origin: Point3<S>,
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direction: Vec3<S>,
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}
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impl<S> Ray3<S> {
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/// Creates a new ray from a position coordinate and a direction vector
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#[inline]
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pub fn new(origin: Point3<S>, direction: Vec3<S>) -> Ray3<S> {
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Ray3 { origin: origin, direction: direction }
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}
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}
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