Fix std imports
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288c49b474
commit
3721167cdc
4 changed files with 24 additions and 23 deletions
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@ -15,7 +15,8 @@
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use std::cast::transmute;
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use std::cmp::ApproxEq;
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use std::num::{Zero, One};
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use std::num::{Zero, One, cast};
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use std::uint;
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use vec::*;
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use quat::Quat;
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@ -1073,8 +1074,8 @@ impl<T:Copy + Float + NumAssign> BaseMat3<T, Vec3<T>> for Mat3<T> {
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let w, x, y, z;
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let trace = self.trace();
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let _1: T = num::cast(1.0);
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let half: T = num::cast(0.5);
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let _1: T = cast(1.0);
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let half: T = cast(0.5);
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cond! (
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(trace >= Zero::zero()) {
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@ -13,8 +13,8 @@
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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 std::num::cast;
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use mat::{Mat4, BaseMat4};
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use num::NumAssign;
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/**
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@ -27,7 +27,7 @@ use num::NumAssign;
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*/
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#[inline(always)]
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pub fn perspective<T:Copy + Float + NumAssign>(fovy: T, aspectRatio: T, near: T, far: T) -> Mat4<T> {
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let _2: T = num::cast(2);
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let _2: T = cast(2);
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let ymax = near * (fovy / _2).to_radians().tan();
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let xmax = ymax * aspectRatio;
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@ -43,9 +43,9 @@ pub fn perspective<T:Copy + Float + NumAssign>(fovy: T, aspectRatio: T, near: T,
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*/
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#[inline(always)]
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pub fn frustum<T:Copy + Float + NumAssign>(left: T, right: T, bottom: T, top: T, near: T, far: T) -> Mat4<T> {
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let _0: T = num::cast(0);
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let _1: T = num::cast(1);
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let _2: T = num::cast(2);
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let _0: T = cast(0);
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let _1: T = cast(1);
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let _2: T = cast(2);
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let c0r0 = (_2 * near) / (right - left);
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let c0r1 = _0;
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@ -81,9 +81,9 @@ pub fn frustum<T:Copy + Float + NumAssign>(left: T, right: T, bottom: T, top: T,
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*/
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#[inline(always)]
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pub fn ortho<T:Copy + Float + NumAssign>(left: T, right: T, bottom: T, top: T, near: T, far: T) -> Mat4<T> {
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let _0: T = num::cast(0);
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let _1: T = num::cast(1);
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let _2: T = num::cast(2);
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let _0: T = cast(0);
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let _1: T = cast(1);
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let _2: T = cast(2);
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let c0r0 = _2 / (right - left);
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let c0r1 = _0;
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18
src/quat.rs
18
src/quat.rs
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@ -15,7 +15,7 @@
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use std::cast::transmute;
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use std::cmp::ApproxEq;
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use std::num::{Zero, One};
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use std::num::{Zero, One, cast};
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use mat::{Mat3, BaseMat3};
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use vec::{Vec3, BaseVec3, AffineVec, NumVec, NumVec3};
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@ -81,7 +81,7 @@ pub impl<T:Copy + Float + NumAssign> Quat<T> {
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#[inline(always)]
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fn from_angle_x(radians: T) -> Quat<T> {
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let _2 = num::cast(2);
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let _2 = cast(2);
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Quat::new((radians / _2).cos(),
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radians.sin(),
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Zero::zero(),
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@ -90,7 +90,7 @@ pub impl<T:Copy + Float + NumAssign> Quat<T> {
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#[inline(always)]
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fn from_angle_y(radians: T) -> Quat<T> {
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let _2 = num::cast(2);
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let _2 = cast(2);
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Quat::new((radians / _2).cos(),
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Zero::zero(),
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radians.sin(),
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@ -99,7 +99,7 @@ pub impl<T:Copy + Float + NumAssign> Quat<T> {
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#[inline(always)]
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fn from_angle_z(radians: T) -> Quat<T> {
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let _2 = num::cast(2);
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let _2 = cast(2);
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Quat::new((radians / _2).cos(),
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Zero::zero(),
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Zero::zero(),
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@ -109,7 +109,7 @@ pub impl<T:Copy + Float + NumAssign> Quat<T> {
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#[inline(always)]
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fn from_angle_xyz(radians_x: T, radians_y: T, radians_z: T) -> Quat<T> {
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// http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Conversion
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let _2 = num::cast(2);
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let _2 = cast(2);
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let xdiv2 = radians_x / _2;
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let ydiv2 = radians_y / _2;
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let zdiv2 = radians_z / _2;
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@ -121,7 +121,7 @@ pub impl<T:Copy + Float + NumAssign> Quat<T> {
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#[inline(always)]
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fn from_angle_axis(radians: T, axis: &Vec3<T>) -> Quat<T> {
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let half = radians / num::cast(2);
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let half = radians / cast(2);
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Quat::from_sv(half.cos(), axis.mul_t(half.sin()))
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}
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@ -171,7 +171,7 @@ pub impl<T:Copy + Float + NumAssign> Quat<T> {
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#[inline(always)]
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fn mul_v(&self, vec: &Vec3<T>) -> Vec3<T> {
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let tmp = self.v.cross(vec).add_v(&vec.mul_t(self.s));
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self.v.cross(&tmp).mul_t(num::cast(2)).add_v(vec)
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self.v.cross(&tmp).mul_t(cast(2)).add_v(vec)
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}
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/// The sum of this quaternion and `other`
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@ -278,7 +278,7 @@ pub impl<T:Copy + Float + NumAssign> Quat<T> {
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fn slerp(&self, other: &Quat<T>, amount: T) -> Quat<T> {
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let dot = self.dot(other);
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let dot_threshold = num::cast(0.9995);
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let dot_threshold = cast(0.9995);
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if dot > dot_threshold {
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return self.nlerp(other, amount); // if quaternions are close together use `nlerp`
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@ -300,7 +300,7 @@ pub impl<T:Copy + Float + NumAssign> Quat<T> {
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/// A pointer to the first component of the quaternion
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#[inline(always)]
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fn to_ptr(&self) -> *T {
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unsafe { cast::transmute(self) }
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unsafe { transmute(self) }
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}
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/// Convert the quaternion to a 3 x 3 rotation matrix
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@ -405,7 +405,7 @@ impl<T:Copy + Eq> BaseVec<T> for Vec2<T> {
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#[inline(always)]
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fn to_ptr(&self) -> *T {
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unsafe { cast::transmute(self) }
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unsafe { transmute(self) }
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}
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#[inline(always)]
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@ -739,7 +739,7 @@ impl<T:Copy + Eq> BaseVec<T> for Vec3<T> {
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#[inline(always)]
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fn to_ptr(&self) -> *T {
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unsafe { cast::transmute(self) }
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unsafe { transmute(self) }
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}
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#[inline(always)]
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@ -1096,7 +1096,7 @@ impl<T:Copy + Eq> BaseVec<T> for Vec4<T> {
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#[inline(always)]
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fn to_ptr(&self) -> *T {
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unsafe { cast::transmute(self) }
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unsafe { transmute(self) }
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}
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#[inline(always)]
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