Make matN alias definitions dependent on their respective matNxN alias
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1 changed files with 50 additions and 20 deletions
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@ -147,9 +147,9 @@ pub impl uvec4 {
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// Matrix aliases
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pub type mat2 = Mat2<f32>; /// a 2×2 single-precision floating-point matrix
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pub type mat3 = Mat3<f32>; /// a 3×3 single-precision floating-point matrix
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pub type mat4 = Mat4<f32>; /// a 4×4 single-precision floating-point matrix
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pub type mat2 = mat2x2; /// a 2×2 single-precision floating-point matrix
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pub type mat3 = mat3x3; /// a 3×3 single-precision floating-point matrix
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pub type mat4 = mat4x4; /// a 4×4 single-precision floating-point matrix
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pub type mat2x2 = Mat2<f32>; /// same as a `mat2`
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// pub type mat2x3 = /// a single-precision floating-point matrix with 2 columns and 3 rows
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// pub type mat2x4 = /// a single-precision floating-point matrix with 2 columns and 4 rows
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@ -160,9 +160,9 @@ pub type mat3x3 = Mat3<f32>; /// same as a `mat3`
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// pub type mat4x3 = /// a single-precision floating-point matrix with 4 columns and 3 rows
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pub type mat4x4 = Mat4<f32>; /// same as a `mat4`
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pub type dmat2 = Mat2<f64>; /// a 2×2 double-precision floating-point matrix
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pub type dmat3 = Mat3<f64>; /// a 3×3 double-precision floating-point matrix
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pub type dmat4 = Mat4<f64>; /// a 4×4 double-precision floating-point matrix
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pub type dmat2 = dmat2x2; /// a 2×2 double-precision floating-point matrix
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pub type dmat3 = dmat3x3; /// a 3×3 double-precision floating-point matrix
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pub type dmat4 = dmat4x4; /// a 4×4 double-precision floating-point matrix
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pub type dmat2x2 = Mat2<f64>; /// same as a `dmat2`
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// pub type dmat2x3 = /// a double-precision floating-point matrix with 2 columns and 3 rows
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// pub type dmat2x4 = /// a double-precision floating-point matrix with 2 columns and 4 rows
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@ -181,35 +181,65 @@ pub type dmat4x4 = Mat4<f64>; /// same as a `dmat4`
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// as opposed to: let m: dmat4 = NumericMatrix_NxN::identity();
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//
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pub impl mat2 {
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#[inline(always)] static pure fn identity() -> mat2 { NumericMatrix_NxN::identity() }
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#[inline(always)] static pure fn zero() -> mat2 { NumericMatrix::zero() }
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pub impl mat2 {
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#[inline(always)] static pure fn identity() -> mat2 { mat2x2::identity() }
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#[inline(always)] static pure fn zero() -> mat2 { mat2x2::zero() }
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}
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pub impl mat3 {
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#[inline(always)] static pure fn identity() -> mat3 { NumericMatrix_NxN::identity() }
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#[inline(always)] static pure fn zero() -> mat3 { NumericMatrix::zero() }
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pub impl mat3 {
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#[inline(always)] static pure fn identity() -> mat3 { mat3x3::identity() }
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#[inline(always)] static pure fn zero() -> mat3 { mat3x3::zero() }
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}
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pub impl mat4 {
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#[inline(always)] static pure fn identity() -> mat4 { NumericMatrix_NxN::identity() }
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#[inline(always)] static pure fn zero() -> mat4 { NumericMatrix::zero() }
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pub impl mat4 {
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#[inline(always)] static pure fn identity() -> mat4 { mat4x4::identity() }
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#[inline(always)] static pure fn zero() -> mat4 { mat4x4::zero() }
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}
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pub impl mat2x2 {
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#[inline(always)] static pure fn identity() -> mat2x2 { NumericMatrix_NxN::identity() }
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#[inline(always)] static pure fn zero() -> mat2x2 { NumericMatrix::zero() }
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}
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pub impl mat3x3 {
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#[inline(always)] static pure fn identity() -> mat3x3 { NumericMatrix_NxN::identity() }
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#[inline(always)] static pure fn zero() -> mat3x3 { NumericMatrix::zero() }
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}
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pub impl mat4x4 {
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#[inline(always)] static pure fn identity() -> mat4x4 { NumericMatrix_NxN::identity() }
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#[inline(always)] static pure fn zero() -> mat4x4 { NumericMatrix::zero() }
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}
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pub impl dmat2 {
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#[inline(always)] static pure fn identity() -> dmat2 { NumericMatrix_NxN::identity() }
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#[inline(always)] static pure fn identity() -> dmat2 { dmat2x2::identity() }
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#[inline(always)] static pure fn zero() -> dmat2 { NumericMatrix::zero() }
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}
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pub impl dmat3 {
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#[inline(always)] static pure fn identity() -> dmat3 { NumericMatrix_NxN::identity() }
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#[inline(always)] static pure fn zero() -> dmat3 { NumericMatrix::zero() }
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#[inline(always)] static pure fn identity() -> dmat3 { dmat3x3::identity() }
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#[inline(always)] static pure fn zero() -> dmat3 { dmat3x3::zero() }
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}
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pub impl dmat4 {
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#[inline(always)] static pure fn identity() -> dmat4 { NumericMatrix_NxN::identity() }
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#[inline(always)] static pure fn zero() -> dmat4 { NumericMatrix::zero() }
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#[inline(always)] static pure fn identity() -> dmat4 { dmat4x4::identity() }
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#[inline(always)] static pure fn zero() -> dmat4 { dmat4x4::zero() }
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}
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pub impl dmat2x2 {
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#[inline(always)] static pure fn identity() -> dmat2x2 { NumericMatrix_NxN::identity() }
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#[inline(always)] static pure fn zero() -> dmat2x2 { NumericMatrix::zero() }
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}
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pub impl dmat3x3 {
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#[inline(always)] static pure fn identity() -> dmat3x3 { NumericMatrix_NxN::identity() }
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#[inline(always)] static pure fn zero() -> dmat3x3 { NumericMatrix::zero() }
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}
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pub impl dmat4x4 {
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#[inline(always)] static pure fn identity() -> dmat4x4 { NumericMatrix_NxN::identity() }
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#[inline(always)] static pure fn zero() -> dmat4x4 { NumericMatrix::zero() }
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}
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