Remove Angle::equiv

Thus relied on the == operator, which doesn't make sense for floats. It seems better to leave this up to clients to decide if they want to normalize.
This commit is contained in:
Brendan Zabarauskas 2016-04-03 13:32:55 +10:00
parent 0de8942748
commit 40232ec063
2 changed files with 1 additions and 17 deletions

View file

@ -107,11 +107,6 @@ pub trait Angle where
fn turn_div_4() -> Self; fn turn_div_4() -> Self;
fn turn_div_6() -> Self; fn turn_div_6() -> Self;
#[inline]
fn equiv(&self, other: &Self) -> bool {
self.normalize() == other.normalize()
}
fn sin(self) -> Self::Unitless; fn sin(self) -> Self::Unitless;
fn cos(self) -> Self::Unitless; fn cos(self) -> Self::Unitless;
fn tan(self) -> Self::Unitless; fn tan(self) -> Self::Unitless;

View file

@ -15,7 +15,7 @@
extern crate cgmath; extern crate cgmath;
use cgmath::{Angle, Rad, Deg, rad, deg}; use cgmath::{Rad, Deg, rad, deg};
use cgmath::ApproxEq; use cgmath::ApproxEq;
#[test] #[test]
@ -36,14 +36,3 @@ fn conv() {
let angle: Rad<_> = angle.into(); let angle: Rad<_> = angle.into();
assert!(angle.approx_eq(&rad(30.0f64))); assert!(angle.approx_eq(&rad(30.0f64)));
} }
#[test]
fn equiv() {
assert!(Deg::<f32>::full_turn().equiv(&-Deg::<f32>::full_turn()));
assert!(Deg::<f32>::turn_div_2().equiv(&-Deg::<f32>::turn_div_2()));
assert!((Deg::<f32>::turn_div_3() - Deg::<f32>::full_turn()).equiv(&Deg::<f32>::turn_div_3()));
assert!(Rad::<f32>::full_turn().equiv(&-Rad::<f32>::full_turn()));
assert!(Rad::<f32>::turn_div_2().equiv(&-Rad::<f32>::turn_div_2()));
assert!((Rad::<f32>::turn_div_3() - Rad::<f32>::full_turn()).equiv(&Rad::<f32>::turn_div_3()));
}