Fix deprecation warnings (#522)
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521371365c
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4 changed files with 11 additions and 7 deletions
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@ -387,7 +387,7 @@ impl<S: BaseFloat> Matrix4<S> {
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/// `center`, using `up` for orientation.
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/// `center`, using `up` for orientation.
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#[deprecated = "Use Matrix4::look_at_rh"]
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#[deprecated = "Use Matrix4::look_at_rh"]
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pub fn look_at(eye: Point3<S>, center: Point3<S>, up: Vector3<S>) -> Matrix4<S> {
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pub fn look_at(eye: Point3<S>, center: Point3<S>, up: Vector3<S>) -> Matrix4<S> {
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Matrix4::look_at_dir(eye, center - eye, up)
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Matrix4::look_at_rh(eye, center, up)
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}
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}
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/// Create a homogeneous transformation matrix that will cause a vector to point at
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/// Create a homogeneous transformation matrix that will cause a vector to point at
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@ -1122,7 +1122,7 @@ impl<S: BaseFloat> Transform<Point2<S>> for Matrix3<S> {
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impl<S: BaseFloat> Transform<Point3<S>> for Matrix3<S> {
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impl<S: BaseFloat> Transform<Point3<S>> for Matrix3<S> {
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fn look_at(eye: Point3<S>, center: Point3<S>, up: Vector3<S>) -> Matrix3<S> {
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fn look_at(eye: Point3<S>, center: Point3<S>, up: Vector3<S>) -> Matrix3<S> {
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let dir = center - eye;
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let dir = center - eye;
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Matrix3::look_at(dir, up)
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Matrix3::look_to_lh(dir, up)
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}
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}
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fn look_at_lh(eye: Point3<S>, center: Point3<S>, up: Vector3<S>) -> Matrix3<S> {
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fn look_at_lh(eye: Point3<S>, center: Point3<S>, up: Vector3<S>) -> Matrix3<S> {
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@ -1155,7 +1155,7 @@ impl<S: BaseFloat> Transform<Point3<S>> for Matrix3<S> {
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impl<S: BaseFloat> Transform<Point3<S>> for Matrix4<S> {
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impl<S: BaseFloat> Transform<Point3<S>> for Matrix4<S> {
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fn look_at(eye: Point3<S>, center: Point3<S>, up: Vector3<S>) -> Matrix4<S> {
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fn look_at(eye: Point3<S>, center: Point3<S>, up: Vector3<S>) -> Matrix4<S> {
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Matrix4::look_at(eye, center, up)
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Matrix4::look_at_rh(eye, center, up)
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}
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}
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fn look_at_lh(eye: Point3<S>, center: Point3<S>, up: Vector3<S>) -> Matrix4<S> {
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fn look_at_lh(eye: Point3<S>, center: Point3<S>, up: Vector3<S>) -> Matrix4<S> {
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@ -485,7 +485,7 @@ impl<S: BaseFloat> Rotation for Quaternion<S> {
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#[inline]
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#[inline]
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fn look_at(dir: Vector3<S>, up: Vector3<S>) -> Quaternion<S> {
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fn look_at(dir: Vector3<S>, up: Vector3<S>) -> Quaternion<S> {
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Matrix3::look_at(dir, up).into()
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Matrix3::look_to_lh(dir, up).into()
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}
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}
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#[inline]
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#[inline]
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@ -365,7 +365,7 @@ impl<S: BaseFloat> Rotation for Basis3<S> {
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#[inline]
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#[inline]
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fn look_at(dir: Vector3<S>, up: Vector3<S>) -> Basis3<S> {
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fn look_at(dir: Vector3<S>, up: Vector3<S>) -> Basis3<S> {
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Basis3 {
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Basis3 {
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mat: Matrix3::look_at(dir, up),
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mat: Matrix3::look_to_lh(dir, up),
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}
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}
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}
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}
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@ -740,8 +740,10 @@ pub mod matrix3 {
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]));
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]));
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#[allow(deprecated)]
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#[allow(deprecated)]
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{
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assert_ulps_eq!(m, Matrix3::look_at(dir, up));
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assert_ulps_eq!(m, Matrix3::look_at(dir, up));
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}
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}
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}
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#[test]
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#[test]
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fn test_look_to_rh() {
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fn test_look_to_rh() {
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@ -1164,7 +1166,9 @@ pub mod matrix4 {
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let m = Matrix4::look_to_rh(eye, dir, up);
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let m = Matrix4::look_to_rh(eye, dir, up);
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#[allow(deprecated)]
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#[allow(deprecated)]
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{
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assert_ulps_eq!(m, Matrix4::look_at_dir(eye, dir, up));
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assert_ulps_eq!(m, Matrix4::look_at_dir(eye, dir, up));
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}
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let expected = Matrix4::from([
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let expected = Matrix4::from([
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[-0.9486833, -0.16903086, -0.26726127, 0.0],
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[-0.9486833, -0.16903086, -0.26726127, 0.0],
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