Make anonymous impls public
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9e8666c53f
commit
39ad5169f2
7 changed files with 24 additions and 24 deletions
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@ -416,7 +416,7 @@ pub type dmat2 = Mat2<f64>; // a 2×2 double-precision floating-point matrix
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// Static method wrappers for GLSL-style types
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// Static method wrappers for GLSL-style types
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impl mat2 {
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pub impl mat2 {
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#[inline(always)] fn new(c0r0: f32, c0r1: f32, c1r0: f32, c1r1: f32)
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#[inline(always)] fn new(c0r0: f32, c0r1: f32, c1r0: f32, c1r1: f32)
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-> mat2 { Matrix2::new(c0r0, c0r1, c1r0, c1r1) }
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-> mat2 { Matrix2::new(c0r0, c0r1, c1r0, c1r1) }
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#[inline(always)] fn from_cols(c0: vec2, c1: vec2)
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#[inline(always)] fn from_cols(c0: vec2, c1: vec2)
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@ -434,7 +434,7 @@ impl mat2 {
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#[inline(always)] fn size_of() -> uint { size_of::<mat2>() }
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#[inline(always)] fn size_of() -> uint { size_of::<mat2>() }
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}
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}
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impl dmat2 {
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pub impl dmat2 {
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#[inline(always)] fn new(c0r0: f64, c0r1: f64, c1r0: f64, c1r1: f64)
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#[inline(always)] fn new(c0r0: f64, c0r1: f64, c1r0: f64, c1r1: f64)
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-> dmat2 { Matrix2::new(c0r0, c0r1, c1r0, c1r1) }
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-> dmat2 { Matrix2::new(c0r0, c0r1, c1r0, c1r1) }
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#[inline(always)] fn from_cols(c0: dvec2, c1: dvec2)
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#[inline(always)] fn from_cols(c0: dvec2, c1: dvec2)
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@ -595,7 +595,7 @@ pub type dmat3 = Mat3<f64>; // a 3×3 double-precision floating-point matrix
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// Static method wrappers for GLSL-style types
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// Static method wrappers for GLSL-style types
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impl mat3 {
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pub impl mat3 {
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#[inline(always)] fn new(c0r0: f32, c0r1: f32, c0r2: f32, c1r0: f32, c1r1: f32, c1r2: f32, c2r0: f32, c2r1: f32, c2r2: f32)
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#[inline(always)] fn new(c0r0: f32, c0r1: f32, c0r2: f32, c1r0: f32, c1r1: f32, c1r2: f32, c2r0: f32, c2r1: f32, c2r2: f32)
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-> mat3 { Matrix3::new(c0r0, c0r1, c0r2, c1r0, c1r1, c1r2, c2r0, c2r1, c2r2) }
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-> mat3 { Matrix3::new(c0r0, c0r1, c0r2, c1r0, c1r1, c1r2, c2r0, c2r1, c2r2) }
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#[inline(always)] fn from_cols(c0: vec3, c1: vec3, c2: vec3)
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#[inline(always)] fn from_cols(c0: vec3, c1: vec3, c2: vec3)
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@ -620,7 +620,7 @@ impl mat3 {
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}
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}
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impl dmat3 {
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pub impl dmat3 {
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#[inline(always)] fn new(c0r0: f64, c0r1: f64, c0r2: f64, c1r0: f64, c1r1: f64, c1r2: f64, c2r0: f64, c2r1: f64, c2r2: f64)
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#[inline(always)] fn new(c0r0: f64, c0r1: f64, c0r2: f64, c1r0: f64, c1r1: f64, c1r2: f64, c2r0: f64, c2r1: f64, c2r2: f64)
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-> dmat3 { Matrix3::new(c0r0, c0r1, c0r2, c1r0, c1r1, c1r2, c2r0, c2r1, c2r2) }
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-> dmat3 { Matrix3::new(c0r0, c0r1, c0r2, c1r0, c1r1, c1r2, c2r0, c2r1, c2r2) }
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#[inline(always)] fn from_cols(c0: dvec3, c1: dvec3, c2: dvec3)
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#[inline(always)] fn from_cols(c0: dvec3, c1: dvec3, c2: dvec3)
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@ -532,7 +532,7 @@ pub type dmat4 = Mat4<f64>; // a 4×4 double-precision floating-point matrix
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// Static method wrappers for GLSL-style types
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// Static method wrappers for GLSL-style types
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impl mat4 {
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pub impl mat4 {
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#[inline(always)] fn new(c0r0: f32, c0r1: f32, c0r2: f32, c0r3: f32, c1r0: f32, c1r1: f32, c1r2: f32, c1r3: f32, c2r0: f32, c2r1: f32, c2r2: f32, c2r3: f32, c3r0: f32, c3r1: f32, c3r2: f32, c3r3: f32)
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#[inline(always)] fn new(c0r0: f32, c0r1: f32, c0r2: f32, c0r3: f32, c1r0: f32, c1r1: f32, c1r2: f32, c1r3: f32, c2r0: f32, c2r1: f32, c2r2: f32, c2r3: f32, c3r0: f32, c3r1: f32, c3r2: f32, c3r3: f32)
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-> mat4 { Matrix4::new(c0r0, c0r1, c0r2, c0r3, c1r0, c1r1, c1r2, c1r3, c2r0, c2r1, c2r2, c2r3, c3r0, c3r1, c3r2, c3r3) }
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-> mat4 { Matrix4::new(c0r0, c0r1, c0r2, c0r3, c1r0, c1r1, c1r2, c1r3, c2r0, c2r1, c2r2, c2r3, c3r0, c3r1, c3r2, c3r3) }
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#[inline(always)] fn from_cols(c0: vec4, c1: vec4, c2: vec4, c3: vec4)
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#[inline(always)] fn from_cols(c0: vec4, c1: vec4, c2: vec4, c3: vec4)
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@ -548,7 +548,7 @@ impl mat4 {
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#[inline(always)] fn size_of() -> uint { size_of::<mat4>() }
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#[inline(always)] fn size_of() -> uint { size_of::<mat4>() }
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}
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}
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impl dmat4 {
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pub impl dmat4 {
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#[inline(always)] fn new(c0r0: f64, c0r1: f64, c0r2: f64, c0r3: f64, c1r0: f64, c1r1: f64, c1r2: f64, c1r3: f64, c2r0: f64, c2r1: f64, c2r2: f64, c2r3: f64, c3r0: f64, c3r1: f64, c3r2: f64, c3r3: f64)
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#[inline(always)] fn new(c0r0: f64, c0r1: f64, c0r2: f64, c0r3: f64, c1r0: f64, c1r1: f64, c1r2: f64, c1r3: f64, c2r0: f64, c2r1: f64, c2r2: f64, c2r3: f64, c3r0: f64, c3r1: f64, c3r2: f64, c3r3: f64)
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-> dmat4 { Matrix4::new(c0r0, c0r1, c0r2, c0r3, c1r0, c1r1, c1r2, c1r3, c2r0, c2r1, c2r2, c2r3, c3r0, c3r1, c3r2, c3r3) }
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-> dmat4 { Matrix4::new(c0r0, c0r1, c0r2, c0r3, c1r0, c1r1, c1r2, c1r3, c2r0, c2r1, c2r2, c2r3, c3r0, c3r1, c3r2, c3r3) }
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#[inline(always)] fn from_cols(c0: dvec4, c1: dvec4, c2: dvec4, c3: dvec4)
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#[inline(always)] fn from_cols(c0: dvec4, c1: dvec4, c2: dvec4, c3: dvec4)
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@ -47,7 +47,7 @@ use vec::{
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#[deriving(Eq)]
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#[deriving(Eq)]
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pub struct Quat<T> { s: T, v: Vec3<T> }
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pub struct Quat<T> { s: T, v: Vec3<T> }
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impl<T:Copy + Float + FuzzyEq<T> + Add<T,T> + Sub<T,T> + Mul<T,T> + Div<T,T> + Neg<T>> Quat<T> {
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pub impl<T:Copy + Float + FuzzyEq<T> + Add<T,T> + Sub<T,T> + Mul<T,T> + Div<T,T> + Neg<T>> Quat<T> {
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/**
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/**
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* Construct the quaternion from one scalar component and three
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* Construct the quaternion from one scalar component and three
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* imaginary components
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* imaginary components
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@ -429,7 +429,7 @@ pub type dquat = Quat<f64>; /// a double-precision floating-point qu
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// Static method wrappers for GLSL-style types
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// Static method wrappers for GLSL-style types
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impl quat {
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pub impl quat {
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#[inline(always)] fn new(w: f32, xi: f32, yj: f32, zk: f32) -> quat { Quat::new(w, xi, yj, zk) }
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#[inline(always)] fn new(w: f32, xi: f32, yj: f32, zk: f32) -> quat { Quat::new(w, xi, yj, zk) }
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#[inline(always)] fn from_sv(s: f32, v: vec3) -> quat { Quat::from_sv(s, v) }
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#[inline(always)] fn from_sv(s: f32, v: vec3) -> quat { Quat::from_sv(s, v) }
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#[inline(always)] fn identity() -> quat { Quat::identity() }
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#[inline(always)] fn identity() -> quat { Quat::identity() }
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@ -445,7 +445,7 @@ impl quat {
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#[inline(always)] fn look_at(dir: &vec3, up: &vec3) -> quat { Quat::look_at(dir, up) }
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#[inline(always)] fn look_at(dir: &vec3, up: &vec3) -> quat { Quat::look_at(dir, up) }
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}
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}
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impl dquat {
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pub impl dquat {
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#[inline(always)] fn new(w: f64, xi: f64, yj: f64, zk: f64) -> dquat { Quat::new(w, xi, yj, zk) }
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#[inline(always)] fn new(w: f64, xi: f64, yj: f64, zk: f64) -> dquat { Quat::new(w, xi, yj, zk) }
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#[inline(always)] fn from_sv(s: f64, v: dvec3) -> dquat { Quat::from_sv(s, v) }
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#[inline(always)] fn from_sv(s: f64, v: dvec3) -> dquat { Quat::from_sv(s, v) }
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#[inline(always)] fn identity() -> dquat { Quat::identity() }
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#[inline(always)] fn identity() -> dquat { Quat::identity() }
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10
src/vec2.rs
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src/vec2.rs
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@ -366,7 +366,7 @@ pub type uvec2 = Vec2<u32>; // a two-component unsigned integer vector
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// Static method wrappers for GLSL-style types
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// Static method wrappers for GLSL-style types
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impl vec2 {
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pub impl vec2 {
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#[inline(always)] fn new(x: f32, y: f32) -> vec2 { Vector2::new(x, y) }
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#[inline(always)] fn new(x: f32, y: f32) -> vec2 { Vector2::new(x, y) }
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#[inline(always)] fn from_value(v: f32) -> vec2 { Vector::from_value(v) }
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#[inline(always)] fn from_value(v: f32) -> vec2 { Vector::from_value(v) }
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#[inline(always)] fn identity() -> vec2 { NumericVector::identity() }
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#[inline(always)] fn identity() -> vec2 { NumericVector::identity() }
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@ -379,7 +379,7 @@ impl vec2 {
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#[inline(always)] fn size_of() -> uint { size_of::<vec2>() }
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#[inline(always)] fn size_of() -> uint { size_of::<vec2>() }
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}
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}
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impl dvec2 {
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pub impl dvec2 {
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#[inline(always)] fn new(x: f64, y: f64) -> dvec2 { Vector2::new(x, y) }
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#[inline(always)] fn new(x: f64, y: f64) -> dvec2 { Vector2::new(x, y) }
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#[inline(always)] fn from_value(v: f64) -> dvec2 { Vector::from_value(v) }
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#[inline(always)] fn from_value(v: f64) -> dvec2 { Vector::from_value(v) }
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#[inline(always)] fn identity() -> dvec2 { NumericVector::identity() }
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#[inline(always)] fn identity() -> dvec2 { NumericVector::identity() }
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@ -392,7 +392,7 @@ impl dvec2 {
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#[inline(always)] fn size_of() -> uint { size_of::<dvec2>() }
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#[inline(always)] fn size_of() -> uint { size_of::<dvec2>() }
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}
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}
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impl bvec2 {
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pub impl bvec2 {
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#[inline(always)] fn new(x: bool, y: bool) -> bvec2 { Vector2::new(x, y) }
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#[inline(always)] fn new(x: bool, y: bool) -> bvec2 { Vector2::new(x, y) }
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#[inline(always)] fn from_value(v: bool) -> bvec2 { Vector::from_value(v) }
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#[inline(always)] fn from_value(v: bool) -> bvec2 { Vector::from_value(v) }
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@ -400,7 +400,7 @@ impl bvec2 {
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#[inline(always)] fn size_of() -> uint { size_of::<bvec2>() }
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#[inline(always)] fn size_of() -> uint { size_of::<bvec2>() }
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}
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}
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impl ivec2 {
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pub impl ivec2 {
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#[inline(always)] fn new(x: i32, y: i32) -> ivec2 { Vector2::new(x, y) }
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#[inline(always)] fn new(x: i32, y: i32) -> ivec2 { Vector2::new(x, y) }
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#[inline(always)] fn from_value(v: i32) -> ivec2 { Vector::from_value(v) }
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#[inline(always)] fn from_value(v: i32) -> ivec2 { Vector::from_value(v) }
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#[inline(always)] fn identity() -> ivec2 { NumericVector::identity() }
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#[inline(always)] fn identity() -> ivec2 { NumericVector::identity() }
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@ -413,7 +413,7 @@ impl ivec2 {
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#[inline(always)] fn size_of() -> uint { size_of::<ivec2>() }
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#[inline(always)] fn size_of() -> uint { size_of::<ivec2>() }
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}
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}
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impl uvec2 {
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pub impl uvec2 {
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#[inline(always)] fn new(x: u32, y: u32) -> uvec2 { Vector2::new(x, y) }
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#[inline(always)] fn new(x: u32, y: u32) -> uvec2 { Vector2::new(x, y) }
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#[inline(always)] fn from_value(v: u32) -> uvec2 { Vector::from_value(v) }
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#[inline(always)] fn from_value(v: u32) -> uvec2 { Vector::from_value(v) }
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#[inline(always)] fn identity() -> uvec2 { NumericVector::identity() }
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#[inline(always)] fn identity() -> uvec2 { NumericVector::identity() }
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10
src/vec3.rs
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src/vec3.rs
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@ -405,7 +405,7 @@ pub type uvec3 = Vec3<u32>; // a three-component unsigned integer vector
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// Static method wrappers for GLSL-style types
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// Static method wrappers for GLSL-style types
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impl vec3 {
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pub impl vec3 {
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#[inline(always)] fn new(x: f32, y: f32, z: f32) -> vec3 { Vector3::new(x, y, z) }
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#[inline(always)] fn new(x: f32, y: f32, z: f32) -> vec3 { Vector3::new(x, y, z) }
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#[inline(always)] fn from_value(v: f32) -> vec3 { Vector::from_value(v) }
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#[inline(always)] fn from_value(v: f32) -> vec3 { Vector::from_value(v) }
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#[inline(always)] fn identity() -> vec3 { NumericVector::identity() }
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#[inline(always)] fn identity() -> vec3 { NumericVector::identity() }
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#[inline(always)] fn size_of() -> uint { size_of::<vec3>() }
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#[inline(always)] fn size_of() -> uint { size_of::<vec3>() }
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}
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}
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impl dvec3 {
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pub impl dvec3 {
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#[inline(always)] fn new(x: f64, y: f64, z: f64) -> dvec3 { Vector3::new(x, y, z) }
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#[inline(always)] fn new(x: f64, y: f64, z: f64) -> dvec3 { Vector3::new(x, y, z) }
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#[inline(always)] fn from_value(v: f64) -> dvec3 { Vector::from_value(v) }
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#[inline(always)] fn from_value(v: f64) -> dvec3 { Vector::from_value(v) }
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#[inline(always)] fn identity() -> dvec3 { NumericVector::identity() }
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#[inline(always)] fn identity() -> dvec3 { NumericVector::identity() }
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#[inline(always)] fn size_of() -> uint { size_of::<dvec3>() }
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#[inline(always)] fn size_of() -> uint { size_of::<dvec3>() }
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}
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}
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impl bvec3 {
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pub impl bvec3 {
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#[inline(always)] fn new(x: bool, y: bool, z: bool) -> bvec3 { Vector3::new(x, y, z) }
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#[inline(always)] fn new(x: bool, y: bool, z: bool) -> bvec3 { Vector3::new(x, y, z) }
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#[inline(always)] fn from_value(v: bool) -> bvec3 { Vector::from_value(v) }
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#[inline(always)] fn from_value(v: bool) -> bvec3 { Vector::from_value(v) }
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#[inline(always)] fn size_of() -> uint { size_of::<bvec3>() }
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#[inline(always)] fn size_of() -> uint { size_of::<bvec3>() }
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}
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}
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impl ivec3 {
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pub impl ivec3 {
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#[inline(always)] fn new(x: i32, y: i32, z: i32) -> ivec3 { Vector3::new(x, y, z) }
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#[inline(always)] fn new(x: i32, y: i32, z: i32) -> ivec3 { Vector3::new(x, y, z) }
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#[inline(always)] fn from_value(v: i32) -> ivec3 { Vector::from_value(v) }
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#[inline(always)] fn from_value(v: i32) -> ivec3 { Vector::from_value(v) }
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#[inline(always)] fn identity() -> ivec3 { NumericVector::identity() }
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#[inline(always)] fn identity() -> ivec3 { NumericVector::identity() }
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#[inline(always)] fn size_of() -> uint { size_of::<ivec3>() }
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#[inline(always)] fn size_of() -> uint { size_of::<ivec3>() }
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}
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}
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impl uvec3 {
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pub impl uvec3 {
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#[inline(always)] fn new(x: u32, y: u32, z: u32) -> uvec3 { Vector3::new(x, y, z) }
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#[inline(always)] fn new(x: u32, y: u32, z: u32) -> uvec3 { Vector3::new(x, y, z) }
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#[inline(always)] fn from_value(v: u32) -> uvec3 { Vector::from_value(v) }
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#[inline(always)] fn from_value(v: u32) -> uvec3 { Vector::from_value(v) }
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#[inline(always)] fn identity() -> uvec3 { NumericVector::identity() }
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#[inline(always)] fn identity() -> uvec3 { NumericVector::identity() }
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10
src/vec4.rs
10
src/vec4.rs
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@ -410,7 +410,7 @@ pub type uvec4 = Vec4<u32>; // a four-component unsigned integer vector
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// Static method wrappers for GLSL-style types
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// Static method wrappers for GLSL-style types
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impl vec4 {
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pub impl vec4 {
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#[inline(always)] fn new(x: f32, y: f32, z: f32, w: f32) -> vec4 { Vector4::new(x, y, z, w) }
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#[inline(always)] fn new(x: f32, y: f32, z: f32, w: f32) -> vec4 { Vector4::new(x, y, z, w) }
|
||||||
#[inline(always)] fn from_value(v: f32) -> vec4 { Vector::from_value(v) }
|
#[inline(always)] fn from_value(v: f32) -> vec4 { Vector::from_value(v) }
|
||||||
#[inline(always)] fn identity() -> vec4 { NumericVector::identity() }
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#[inline(always)] fn identity() -> vec4 { NumericVector::identity() }
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||||||
|
@ -425,7 +425,7 @@ impl vec4 {
|
||||||
#[inline(always)] fn size_of() -> uint { size_of::<vec4>() }
|
#[inline(always)] fn size_of() -> uint { size_of::<vec4>() }
|
||||||
}
|
}
|
||||||
|
|
||||||
impl dvec4 {
|
pub impl dvec4 {
|
||||||
#[inline(always)] fn new(x: f64, y: f64, z: f64, w: f64) -> dvec4 { Vector4::new(x, y, z, w) }
|
#[inline(always)] fn new(x: f64, y: f64, z: f64, w: f64) -> dvec4 { Vector4::new(x, y, z, w) }
|
||||||
#[inline(always)] fn from_value(v: f64) -> dvec4 { Vector::from_value(v) }
|
#[inline(always)] fn from_value(v: f64) -> dvec4 { Vector::from_value(v) }
|
||||||
#[inline(always)] fn identity() -> dvec4 { NumericVector::identity() }
|
#[inline(always)] fn identity() -> dvec4 { NumericVector::identity() }
|
||||||
|
@ -441,7 +441,7 @@ impl dvec4 {
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
impl bvec4 {
|
pub impl bvec4 {
|
||||||
#[inline(always)] fn new(x: bool, y: bool, z: bool, w: bool) -> bvec4 { Vector4::new(x, y, z, w) }
|
#[inline(always)] fn new(x: bool, y: bool, z: bool, w: bool) -> bvec4 { Vector4::new(x, y, z, w) }
|
||||||
#[inline(always)] fn from_value(v: bool) -> bvec4 { Vector::from_value(v) }
|
#[inline(always)] fn from_value(v: bool) -> bvec4 { Vector::from_value(v) }
|
||||||
|
|
||||||
|
@ -449,7 +449,7 @@ impl bvec4 {
|
||||||
#[inline(always)] fn size_of() -> uint { size_of::<bvec4>() }
|
#[inline(always)] fn size_of() -> uint { size_of::<bvec4>() }
|
||||||
}
|
}
|
||||||
|
|
||||||
impl ivec4 {
|
pub impl ivec4 {
|
||||||
#[inline(always)] fn new(x: i32, y: i32, z: i32, w: i32) -> ivec4 { Vector4::new(x, y, z, w) }
|
#[inline(always)] fn new(x: i32, y: i32, z: i32, w: i32) -> ivec4 { Vector4::new(x, y, z, w) }
|
||||||
#[inline(always)] fn from_value(v: i32) -> ivec4 { Vector::from_value(v) }
|
#[inline(always)] fn from_value(v: i32) -> ivec4 { Vector::from_value(v) }
|
||||||
#[inline(always)] fn identity() -> ivec4 { NumericVector::identity() }
|
#[inline(always)] fn identity() -> ivec4 { NumericVector::identity() }
|
||||||
|
@ -464,7 +464,7 @@ impl ivec4 {
|
||||||
#[inline(always)] fn size_of() -> uint { size_of::<ivec4>() }
|
#[inline(always)] fn size_of() -> uint { size_of::<ivec4>() }
|
||||||
}
|
}
|
||||||
|
|
||||||
impl uvec4 {
|
pub impl uvec4 {
|
||||||
#[inline(always)] fn new(x: u32, y: u32, z: u32, w: u32) -> uvec4 { Vector4::new(x, y, z, w) }
|
#[inline(always)] fn new(x: u32, y: u32, z: u32, w: u32) -> uvec4 { Vector4::new(x, y, z, w) }
|
||||||
#[inline(always)] fn from_value(v: u32) -> uvec4 { Vector::from_value(v) }
|
#[inline(always)] fn from_value(v: u32) -> uvec4 { Vector::from_value(v) }
|
||||||
#[inline(always)] fn identity() -> uvec4 { NumericVector::identity() }
|
#[inline(always)] fn identity() -> uvec4 { NumericVector::identity() }
|
||||||
|
|
Loading…
Reference in a new issue