Module documentation updates

This commit is contained in:
Brendan Zabarauskas 2016-04-09 13:50:39 +10:00
parent a3e6cd26b5
commit 23fce928c0
3 changed files with 33 additions and 87 deletions

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// See the License for the specific language governing permissions and
// limitations under the License.
//! Computer graphics-centric math.
//! A low-dimensional linear algebra library, targeted at computer graphics.
//!
//! This crate provides useful mathematical primitives and operations on them.
//! It is organized into one module per primitive. The core structures are
//! vectors and matrices. A strongly-typed interface is provided, to prevent
//! mixing units or violating mathematical invariants.
//! # Trait overview
//!
//! Transformations are not usually done directly on matrices, but go through
//! transformation objects that can be converted to matrices. Rotations go
//! through the `Basis` types, which are guaranteed to be orthogonal matrices.
//! Despite this, one can directly create a limited rotation matrix using the
//! `look_at`, `from_angle`, `from_euler`, and `from_axis_angle` methods.
//! These are provided for convenience.
//! In order to make a clean, composable API, we divide operations into traits
//! that are roughly based on mathematical properties. The main ones that we
//! concern ourselves with are listed below:
//!
//! - `VectorSpace`: Specifies the main operators for vectors, quaternions, and
//! matrices.
//! - `InnerSpace`: For types that have a dot (or inner) product - ie. vectors or
//! quaternions. This also allows for the definition of operations that are
//! based on the dot product, like finding the magnitude or normalizing.
//! - `EuclideanSpace`: Points in euclidean space, with an associated space of
//! displacement vectors.
//! - `Matrix`: Common operations for matrices of arbitrary dimensions.
//! - `SquareMatrix`: A special trait for matrices where the number of columns
//! equal the number of rows.
//!
//! Other traits are included for practical convenience, for example:
//!
//! - `Array`: For contiguous, indexable arrays of elements, specifically
//! vectors.
//! - `ElementWise`: For element-wise addition, subtraction, multiplication,
//! division, and remainder operations.
//!
//! # The prelude
//!
//! Importing each trait individually can become a chore, so we provide a
//! `prelude` module to allow you to import the main trait all at once. For
//! example:
//!
//! ```rust
//! use cgmath::prelude::*;
//! ```
extern crate num as rust_num;
extern crate rustc_serialize;

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// See the License for the specific language governing permissions and
// limitations under the License.
//! Column major, square matrix types and traits.
use std::fmt;
use std::mem;
use std::ops::*;

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// See the License for the specific language governing permissions and
// limitations under the License.
//! Types and traits for two, three, and four-dimensional vectors.
//!
//! ## Working with Vectors
//!
//! Vectors can be created in several different ways. There is, of course, the
//! traditional `new()` method, but unit vectors, zero vectors, and an one
//! vector are also provided:
//!
//! ```rust
//! use cgmath::{VectorSpace, Vector2, Vector3, Vector4, vec3};
//!
//! assert_eq!(Vector2::new(1.0f64, 0.0f64), Vector2::unit_x());
//! assert_eq!(vec3(0.0f64, 0.0f64, 0.0f64), Vector3::zero());
//! ```
//!
//! Vectors can be manipulated with typical mathematical operations (addition,
//! subtraction, element-wise multiplication, element-wise division, negation)
//! using the built-in operators.
//!
//! ```rust
//! use cgmath::{VectorSpace, Vector2, Vector3, Vector4};
//!
//! let a: Vector2<f64> = Vector2::new(3.0, 4.0);
//! let b: Vector2<f64> = Vector2::new(-3.0, -4.0);
//!
//! assert_eq!(a + b, Vector2::zero());
//! assert_eq!(-(a * 2.0), Vector2::new(-6.0, -8.0));
//!
//! // As with Rust's `int` and `f32` types, Vectors of different types cannot
//! // be added and so on with impunity. The following will fail to compile:
//! // let c = a + Vector3::new(1.0, 0.0, 2.0);
//!
//! // Instead, we need to convert the Vector2 to a Vector3 by "extending" it
//! // with the value for the last coordinate:
//! let c: Vector3<f64> = a.extend(0.0) + Vector3::new(1.0, 0.0, 2.0);
//!
//! // Similarly, we can "truncate" a Vector4 down to a Vector3:
//! let d: Vector3<f64> = c + Vector4::unit_x().truncate();
//!
//! assert_eq!(d, Vector3::new(5.0f64, 4.0f64, 2.0f64));
//! ```
//!
//! Vectors also provide methods for typical operations such as
//! [scalar multiplication](http://en.wikipedia.org/wiki/Scalar_multiplication),
//! [dot products](http://en.wikipedia.org/wiki/Dot_product),
//! and [cross products](http://en.wikipedia.org/wiki/Cross_product).
//!
//! ```rust
//! use cgmath::{VectorSpace, InnerSpace};
//! use cgmath::{Vector2, Vector3, Vector4};
//!
//! // All vectors implement the dot product as a method:
//! let a: Vector2<f64> = Vector2::new(3.0, 6.0);
//! let b: Vector2<f64> = Vector2::new(-2.0, 1.0);
//! assert_eq!(a.dot(b), 0.0);
//!
//! // But there is also a top-level function:
//! assert_eq!(a.dot(b), cgmath::dot(a, b));
//!
//! // Cross products are defined for 3-dimensional vectors:
//! let e: Vector3<f64> = Vector3::unit_x();
//! let f: Vector3<f64> = Vector3::unit_y();
//! assert_eq!(e.cross(f), Vector3::unit_z());
//! ```
//!
//! Several other useful methods are provided as well. Vector fields can be
//! accessed using array syntax (i.e. `vector[0] == vector.x`), or by using
//! the methods provided by the [`Array`](../array/trait.Array.html) trait.
//! This trait also provides a `map()` method for applying arbitrary functions.
//!
//! The [`VectorSpace`](../trait.VectorSpace.html) trait presents the most
//! general features of the vectors, while [`InnerSpace`]
//! (../array/trait.InnerSpace.html) is more specific to Euclidean space.
use std::fmt;
use std::mem;
use std::ops::*;