Using rust-lang/num
This commit is contained in:
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commit
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15 changed files with 84 additions and 100 deletions
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@ -24,4 +24,5 @@ name = "cgmath"
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rustc_serialize = "*"
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[dependencies]
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num = "*"
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rand = "*"
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@ -20,15 +20,18 @@
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//! dimension) where the slope of every line is either 0 or undefined. These
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//! are useful for very cheap collision detection.
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use std::fmt;
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use rust_num::{Float, zero, one};
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use bound::*;
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use point::{Point, Point2, Point3};
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use vector::{Vector, Vector2, Vector3};
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use ray::{Ray2};
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use intersect::Intersect;
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use num::{zero, one, BaseNum, BaseFloat};
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use num::{BaseNum, BaseFloat};
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use plane::Plane;
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use std::fmt;
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use std::num::Float;
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pub trait Aabb<S: BaseNum, V: Vector<S>, P: Point<S, V>>: Sized {
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/// Create a new AABB using two points as opposing corners.
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@ -17,14 +17,16 @@
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use std::fmt;
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use std::f64;
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use std::num::{cast, Float};
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use std::num::cast;
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use std::ops::*;
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use rand::{Rand, Rng};
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use rand::distributions::range::SampleRange;
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use rust_num::{One, Zero, one, zero};
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use approx::ApproxEq;
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use num::{BaseFloat, One, one, Zero, zero};
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use num::BaseFloat;
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/// An angle, in radians
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#[derive(Copy, Clone, PartialEq, PartialOrd, Hash, RustcEncodable, RustcDecodable)]
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@ -13,12 +13,12 @@
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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;
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use std::num::Float;
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use std::num::cast;
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use rust_num::Float;
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pub trait ApproxEq<T: Float>: Sized {
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fn approx_epsilon(_hack: Option<Self>) -> T {
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num::cast(1.0e-5f64).unwrap()
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cast(1.0e-5f64).unwrap()
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}
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fn approx_eq(&self, other: &Self) -> bool {
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@ -31,6 +31,7 @@
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//! `look_at`, `from_angle`, `from_euler`, and `from_axis_angle` methods.
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//! These are provided for convenience.
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extern crate num as rust_num;
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extern crate rustc_serialize;
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extern crate rand;
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@ -16,7 +16,10 @@
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//! Line segments
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use std::marker::PhantomData;
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use num::{BaseNum, BaseFloat, Zero, zero, One, one};
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use rust_num::{Zero, zero, One, one};
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use num::{BaseNum, BaseFloat};
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use point::{Point, Point2, Point3};
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use vector::{Vector, Vector2, Vector3};
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use ray::{Ray2};
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@ -22,10 +22,12 @@ use std::ops::*;
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use rand::{Rand, Rng};
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use rust_num::{Zero, zero, One, one};
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use angle::{Rad, sin, cos, sin_cos};
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use approx::ApproxEq;
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use array::{Array1, Array2, FixedArray};
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use num::{BaseFloat, BaseNum, Zero, zero, One, one};
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use num::{BaseFloat, BaseNum};
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use point::{Point, Point3};
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use quaternion::{Quaternion, ToQuaternion};
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use vector::{Vector, EuclideanVector};
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@ -82,7 +84,7 @@ impl<S: BaseNum> Matrix2<S> {
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}
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}
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impl<S: BaseFloat + 'static> Matrix2<S> {
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impl<S: BaseFloat> Matrix2<S> {
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/// Create a transformation matrix that will cause a vector to point at
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/// `dir`, using `up` for orientation.
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pub fn look_at(dir: &Vector2<S>, up: &Vector2<S>) -> Matrix2<S> {
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@ -109,7 +111,7 @@ impl<S: Copy + Neg<Output = S>> Matrix2<S> {
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}
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}
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impl<S: BaseNum> Matrix3<S> {
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impl<S> Matrix3<S> {
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/// Create a new matrix, providing values for each index.
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#[inline]
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pub fn new(c0r0:S, c0r1:S, c0r2:S,
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@ -125,7 +127,9 @@ impl<S: BaseNum> Matrix3<S> {
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pub fn from_cols(c0: Vector3<S>, c1: Vector3<S>, c2: Vector3<S>) -> Matrix3<S> {
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Matrix3 { x: c0, y: c1, z: c2 }
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}
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}
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impl<S: BaseNum> Matrix3<S> {
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/// Create a new diagonal matrix, providing a single value to use for each
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/// non-zero index.
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#[inline]
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@ -148,7 +152,7 @@ impl<S: BaseNum> Matrix3<S> {
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}
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}
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impl<S: BaseFloat + 'static> Matrix3<S> {
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impl<S: BaseFloat> Matrix3<S> {
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/// Create a transformation matrix that will cause a vector to point at
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/// `dir`, using `up` for orientation.
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pub fn look_at(dir: &Vector3<S>, up: &Vector3<S>) -> Matrix3<S> {
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@ -240,7 +244,7 @@ impl<S: Copy + Neg<Output = S>> Matrix3<S> {
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}
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}
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impl<S: BaseNum> Matrix4<S> {
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impl<S> Matrix4<S> {
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/// Create a new matrix, providing values for each index.
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#[inline]
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pub fn new(c0r0: S, c0r1: S, c0r2: S, c0r3: S,
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@ -258,7 +262,9 @@ impl<S: BaseNum> Matrix4<S> {
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pub fn from_cols(c0: Vector4<S>, c1: Vector4<S>, c2: Vector4<S>, c3: Vector4<S>) -> Matrix4<S> {
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Matrix4 { x: c0, y: c1, z: c2, w: c3 }
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}
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}
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impl<S: BaseNum> Matrix4<S> {
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/// Create a new diagonal matrix, providing a single value to use for each
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/// non-zero index.
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#[inline]
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@ -407,42 +413,42 @@ pub trait Matrix<S: BaseFloat, V: Clone + Vector<S>>: Array2<V, V, S>
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fn is_symmetric(&self) -> bool;
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}
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impl<S: BaseFloat + 'static> Add for Matrix2<S> {
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impl<S: BaseFloat> Add for Matrix2<S> {
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type Output = Matrix2<S>;
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#[inline]
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fn add(self, other: Matrix2<S>) -> Matrix2<S> { self.add_m(&other) }
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}
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impl<S: BaseFloat + 'static> Add for Matrix3<S> {
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impl<S: BaseFloat> Add for Matrix3<S> {
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type Output = Matrix3<S>;
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#[inline]
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fn add(self, other: Matrix3<S>) -> Matrix3<S> { self.add_m(&other) }
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}
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impl<S: BaseFloat + 'static> Add for Matrix4<S> {
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impl<S: BaseFloat> Add for Matrix4<S> {
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type Output = Matrix4<S>;
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#[inline]
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fn add(self, other: Matrix4<S>) -> Matrix4<S> { self.add_m(&other) }
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}
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impl<S: BaseFloat + 'static> Sub for Matrix2<S> {
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impl<S: BaseFloat> Sub for Matrix2<S> {
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type Output = Matrix2<S>;
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#[inline]
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fn sub(self, other: Matrix2<S>) -> Matrix2<S> { self.sub_m(&other) }
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}
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impl<S: BaseFloat + 'static> Sub for Matrix3<S> {
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impl<S: BaseFloat> Sub for Matrix3<S> {
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type Output = Matrix3<S>;
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#[inline]
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fn sub(self, other: Matrix3<S>) -> Matrix3<S> { self.sub_m(&other) }
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}
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impl<S: BaseFloat + 'static> Sub for Matrix4<S> {
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impl<S: BaseFloat> Sub for Matrix4<S> {
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type Output = Matrix4<S>;
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#[inline]
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@ -458,18 +464,22 @@ impl<S: Neg> Neg for Matrix2<S> {
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}
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}
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impl<S: BaseFloat> Neg for Matrix3<S> {
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type Output = Matrix3<S>;
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impl<S: Neg> Neg for Matrix3<S> {
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type Output = Matrix3<S::Output>;
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#[inline]
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fn neg(self) -> Matrix3<S> { Matrix3::from_cols(self[0].neg(), self[1].neg(), self[2].neg()) }
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fn neg(self) -> Matrix3<S::Output> {
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Matrix3::from_cols(self.x.neg(), self.y.neg(), self.z.neg())
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}
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}
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impl<S: BaseFloat> Neg for Matrix4<S> {
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type Output = Matrix4<S>;
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impl<S: Neg> Neg for Matrix4<S> {
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type Output = Matrix4<S::Output>;
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#[inline]
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fn neg(self) -> Matrix4<S> { Matrix4::from_cols(self[0].neg(), self[1].neg(), self[2].neg(), self[3].neg()) }
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fn neg(self) -> Matrix4<S::Output> {
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Matrix4::from_cols(self.x.neg(), self.y.neg(), self.z.neg(), self.w.neg())
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}
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}
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impl<S: BaseFloat> Zero for Matrix2<S> {
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@ -493,21 +503,21 @@ impl<S: BaseFloat> Zero for Matrix4<S> {
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fn is_zero(&self) -> bool{ *self == zero() }
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}
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impl<S: BaseFloat + 'static> Mul for Matrix2<S> {
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impl<S: BaseFloat> Mul for Matrix2<S> {
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type Output = Matrix2<S>;
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#[inline]
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fn mul(self, other: Matrix2<S>) -> Matrix2<S> { self.mul_m(&other) }
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}
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impl<S: BaseFloat + 'static> Mul for Matrix3<S> {
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impl<S: BaseFloat> Mul for Matrix3<S> {
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type Output = Matrix3<S>;
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#[inline]
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fn mul(self, other: Matrix3<S>) -> Matrix3<S> { self.mul_m(&other) }
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}
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impl<S: BaseFloat + 'static> Mul for Matrix4<S> {
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impl<S: BaseFloat> Mul for Matrix4<S> {
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type Output = Matrix4<S>;
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#[inline]
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@ -781,7 +791,7 @@ impl<S: Copy + 'static> Array2<Vector4<S>, Vector4<S>, S> for Matrix4<S> {
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}
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}
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impl<S: BaseFloat + 'static> Matrix<S, Vector2<S>> for Matrix2<S> {
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impl<S: BaseFloat> Matrix<S, Vector2<S>> for Matrix2<S> {
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#[inline]
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fn mul_s(&self, s: S) -> Matrix2<S> {
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Matrix2::from_cols(self[0].mul_s(s),
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@ -899,7 +909,7 @@ impl<S: BaseFloat + 'static> Matrix<S, Vector2<S>> for Matrix2<S> {
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}
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}
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impl<S: BaseFloat + 'static> Matrix<S, Vector3<S>> for Matrix3<S> {
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impl<S: BaseFloat> Matrix<S, Vector3<S>> for Matrix3<S> {
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#[inline]
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fn mul_s(&self, s: S) -> Matrix3<S> {
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Matrix3::from_cols(self[0].mul_s(s),
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@ -1053,7 +1063,7 @@ macro_rules! dot_matrix4(
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($A[3][$I]) * ($B[$J][3])
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));
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impl<S: BaseFloat + 'static> Matrix<S, Vector4<S>> for Matrix4<S> {
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impl<S: BaseFloat> Matrix<S, Vector4<S>> for Matrix4<S> {
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#[inline]
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fn mul_s(&self, s: S) -> Matrix4<S> {
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Matrix4::from_cols(self[0].mul_s(s),
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@ -1345,7 +1355,7 @@ impl<S: BaseFloat> ToMatrix4<S> for Matrix3<S> {
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}
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}
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impl<S: BaseFloat + 'static> ToQuaternion<S> for Matrix3<S> {
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impl<S: BaseFloat> ToQuaternion<S> for Matrix3<S> {
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/// Convert the matrix to a quaternion
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fn to_quaternion(&self) -> Quaternion<S> {
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// http://www.cs.ucr.edu/~vbz/resources/quatut.pdf
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59
src/num.rs
59
src/num.rs
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@ -17,9 +17,10 @@ use approx::ApproxEq;
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use std::cmp;
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use std::fmt;
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use std::num::{Float, Int, NumCast};
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use std::ops::*;
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use rust_num::{Float, Num, NumCast};
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/// A trait providing a [partial ordering](http://mathworld.wolfram.com/PartialOrder.html).
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pub trait PartialOrd {
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fn partial_min(self, other: Self) -> Self;
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partial_ord_float!(f32);
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partial_ord_float!(f64);
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/// Additive neutral element
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pub trait Zero {
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fn zero() -> Self;
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fn is_zero(&self) -> bool;
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}
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/// Multiplicative neutral element
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pub trait One {
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fn one() -> Self;
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}
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/// Base numeric types with partial ordering
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pub trait BaseNum:
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Copy + NumCast + Clone + Add<Output=Self> + Sub<Output=Self> +
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Mul<Output=Self> + Div<Output=Self> + Rem<Output=Self> + PartialEq
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+ PartialOrd + cmp::PartialOrd + fmt::Debug + Zero + One
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Copy + NumCast + Clone + Num
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+ PartialOrd + cmp::PartialOrd + fmt::Debug
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+ 'static
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{}
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macro_rules! impl_basenum_int (
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($T: ident) => (
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impl BaseNum for $T {}
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impl Zero for $T {
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fn zero() -> $T {
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Int::zero()
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}
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fn is_zero(&self) -> bool {
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*self == Int::zero()
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}
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}
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impl One for $T {
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fn one() -> $T {
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Int::one()
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}
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}
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)
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);
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macro_rules! impl_basenum_float (
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($T: ident) => (
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impl BaseNum for $T {}
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impl Zero for $T {
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fn zero() -> $T {
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Float::zero()
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}
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fn is_zero(&self) -> bool {
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*self == Float::zero()
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}
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}
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impl One for $T {
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fn one() -> $T {
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Float::one()
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}
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}
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)
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);
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impl_basenum_float!(f32);
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impl_basenum_float!(f64);
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pub fn zero<T: Zero>() -> T {
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Zero::zero()
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}
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pub fn one<T: One>() -> T {
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One::one()
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}
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/// Base integer types
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pub trait BaseInt : BaseNum + Int {}
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pub trait BaseInt : BaseNum {}
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impl BaseInt for i8 {}
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impl BaseInt for i16 {}
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@ -15,9 +15,11 @@
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use std::fmt;
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use rust_num::{one, Zero, zero};
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use approx::ApproxEq;
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use intersect::Intersect;
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use num::{BaseFloat, one, Zero, zero};
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use num::{BaseFloat};
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use point::{Point, Point3};
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use ray::Ray3;
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use vector::{Vector3, Vector4};
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@ -21,11 +21,13 @@ use std::fmt;
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use std::mem;
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use std::ops::*;
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use rust_num::{one, zero};
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use approx::ApproxEq;
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use array::{Array1, FixedArray};
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use bound::*;
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use matrix::{Matrix, Matrix4};
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use num::{BaseNum, BaseFloat, one, zero};
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use num::{BaseNum, BaseFloat};
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use plane::Plane;
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use vector::*;
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@ -15,10 +15,12 @@
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use std::num::cast;
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use rust_num::{zero, one};
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use angle::{Angle, tan, cot};
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use frustum::Frustum;
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use matrix::{Matrix4, ToMatrix4};
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use num::{BaseFloat, zero, one};
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use num::BaseFloat;
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use plane::Plane;
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/// Create a perspective projection matrix.
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@ -13,19 +13,20 @@
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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::f64;
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use std::fmt;
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use std::mem;
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use std::f64;
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use std::num::{cast, Float};
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use std::num::cast;
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use std::ops::*;
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use rand::{Rand, Rng};
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use rust_num::{Float, one, zero};
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use angle::{Angle, Rad, acos, sin, sin_cos, rad};
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use approx::ApproxEq;
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use array::Array1;
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use matrix::{Matrix3, ToMatrix3, ToMatrix4, Matrix4};
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use num::{BaseFloat, one, zero};
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use num::BaseFloat;
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use point::Point3;
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use rotation::{Rotation, Rotation3, Basis3, ToBasis3};
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use vector::{Vector3, Vector, EuclideanVector};
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@ -15,9 +15,11 @@
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//! Bounding sphere
|
||||
|
||||
use rust_num::zero;
|
||||
|
||||
use bound::*;
|
||||
use intersect::Intersect;
|
||||
use num::{BaseFloat, zero};
|
||||
use num::BaseFloat;
|
||||
use point::{Point, Point3};
|
||||
use plane::Plane;
|
||||
use ray::Ray3;
|
||||
|
|
|
@ -15,19 +15,20 @@
|
|||
|
||||
use std::fmt;
|
||||
|
||||
use rust_num::{zero, one};
|
||||
|
||||
use approx::ApproxEq;
|
||||
use matrix::*;
|
||||
use num::*;
|
||||
use point::*;
|
||||
use ray::Ray;
|
||||
use rotation::*;
|
||||
use std::marker::PhantomFn;
|
||||
use vector::*;
|
||||
|
||||
/// A trait representing an [affine
|
||||
/// transformation](https://en.wikipedia.org/wiki/Affine_transformation) that
|
||||
/// can be applied to points or vectors. An affine transformation is one which
|
||||
pub trait Transform<S: BaseNum, V: Vector<S>, P: Point<S, V>>: Sized + PhantomFn<S> {
|
||||
pub trait Transform<S: BaseNum, V: Vector<S>, P: Point<S, V>>: Sized {
|
||||
/// Create an identity transformation. That is, a transformation which
|
||||
/// does nothing.
|
||||
fn identity() -> Self;
|
||||
|
@ -236,7 +237,7 @@ impl<S: BaseFloat + 'static> Transform3<S> for AffineMatrix3<S> {}
|
|||
|
||||
/// A trait that allows extracting components (rotation, translation, scale)
|
||||
/// from an arbitrary transformations
|
||||
pub trait ToComponents<S, V: Vector<S>, P: Point<S, V>, R: Rotation<S, V, P>>: PhantomFn<(S, P)> {
|
||||
pub trait ToComponents<S, V: Vector<S>, P: Point<S, V>, R: Rotation<S, V, P>> {
|
||||
/// Extract the (scale, rotation, translation) triple
|
||||
fn decompose(&self) -> (V, R, V);
|
||||
}
|
||||
|
|
|
@ -98,15 +98,16 @@
|
|||
|
||||
use std::fmt;
|
||||
use std::mem;
|
||||
use std::num::NumCast;
|
||||
use std::ops::*;
|
||||
|
||||
use rand::{Rand, Rng};
|
||||
|
||||
use rust_num::{NumCast, Zero, One, zero, one};
|
||||
|
||||
use angle::{Rad, atan2, acos};
|
||||
use approx::ApproxEq;
|
||||
use array::{Array1, FixedArray};
|
||||
use num::{BaseNum, BaseFloat, Zero, One, zero, one};
|
||||
use num::{BaseNum, BaseFloat};
|
||||
|
||||
/// A trait that specifies a range of numeric operations for vectors. Not all
|
||||
/// of these make sense from a linear algebra point of view, but are included
|
||||
|
@ -214,7 +215,7 @@ macro_rules! vec(
|
|||
$Self_::new($($field),+)
|
||||
}
|
||||
|
||||
impl<$S: Zero> Zero for $Self_<$S> {
|
||||
impl<$S: Zero + BaseNum> Zero for $Self_<$S> {
|
||||
#[inline]
|
||||
fn zero() -> $Self_<S> { $Self_ { $($field: zero()),+ } }
|
||||
|
||||
|
@ -222,7 +223,7 @@ macro_rules! vec(
|
|||
fn is_zero(&self) -> bool { $((self.$field.is_zero()) )&&+ }
|
||||
}
|
||||
|
||||
impl<$S: One> One for $Self_<$S> {
|
||||
impl<$S: One + BaseNum> One for $Self_<$S> {
|
||||
#[inline]
|
||||
fn one() -> $Self_<$S> { $Self_ { $($field: one()),+ } }
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue