Add Radian and Degree types
This commit is contained in:
parent
c30aca03e6
commit
e06117f29c
2 changed files with 137 additions and 137 deletions
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@ -1,17 +1,21 @@
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use num::Num;
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use ncast::*;
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use funs::exp::*;
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use ntrait::Float;
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use funs::exp::Exp;
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use funs::trig::*;
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use matrix::Mat4;
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pub fn mat4_from_rotation<T:Copy Num NumCast Exp Trig>(angle: T, axis: Vec3<T>) -> Mat4<T> {
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let angle_rad = radians(&angle);
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let c = cos(&angle_rad);
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let s = sin(&angle_rad);
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pub fn mat4_from_rotation
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<
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ThetaT:NumCast Float,
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T:Copy Num NumCast
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>
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(theta: Radians<ThetaT>, axis: Vec3<T>) -> Mat4<T> {
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let c: T = cos(&theta);
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let s: T = sin(&theta);
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let _0: T = cast(0);
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let _1: T = cast(1);
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let t = _1 - c;
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let t: T = _1 - c;
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Mat4::new(t * axis.x * axis.x + c, t * axis.x * axis.y + s * axis.z, t * axis.x * axis.z - s * axis.y, _0,
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t * axis.x * axis.y - s * axis.z, t * axis.y * axis.y + c, t * axis.y * axis.z + s * axis.x, _0,
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256
src/funs/trig.rs
256
src/funs/trig.rs
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@ -1,274 +1,270 @@
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use ncast::*;
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use vector::*;
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use ntrait::Float;
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use vector::{Vec3, Vec2, Vec4};
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pub enum Radians<ThetaT: Float> = ThetaT;
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pub impl<ThetaT:Num NumCast Float> Radians<ThetaT> {
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#[inline(always)]
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pure fn to_degrees() -> Degrees<ThetaT> {
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Degrees(*self * cast(180f64 / f64::consts::pi))
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}
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}
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pub enum Degrees<ThetaT: Float> = ThetaT;
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pub impl<ThetaT:Num NumCast Float> Degrees<ThetaT> {
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#[inline(always)]
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pure fn to_radians() -> Radians<ThetaT> {
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Radians(*self * cast(f64::consts::pi / 180f64))
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}
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}
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/**
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* Angle and Trigonometry Functions
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*/
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pub trait Trig {
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pure fn radians() -> self;
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pure fn degrees() -> self;
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pure fn sin() -> self;
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pure fn cos() -> self;
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pure fn tan() -> self;
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pure fn asin() -> self;
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pure fn acos() -> self;
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pure fn atan() -> self;
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pure fn sinh() -> self;
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pure fn cosh() -> self;
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pure fn tanh() -> self;
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pub trait Trig<Result> {
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pure fn sin() -> Result;
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pure fn cos() -> Result;
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pure fn tan() -> Result;
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pure fn asin() -> Result;
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pure fn acos() -> Result;
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pure fn atan() -> Result;
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pure fn sinh() -> Result;
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pure fn cosh() -> Result;
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pure fn tanh() -> Result;
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}
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#[inline(always)] pub pure fn radians<T:Trig>(degrees: &T) -> T { degrees.radians() }
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#[inline(always)] pub pure fn degrees<T:Trig>(radians: &T) -> T { radians.degrees() }
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#[inline(always)] pub pure fn sin<T:Trig>(angle: &T) -> T { angle.sin() }
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#[inline(always)] pub pure fn cos<T:Trig>(angle: &T) -> T { angle.cos() }
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#[inline(always)] pub pure fn tan<T:Trig>(angle: &T) -> T { angle.tan() }
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#[inline(always)] pub pure fn asin<T:Trig>(x: &T) -> T { x.asin() }
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#[inline(always)] pub pure fn acos<T:Trig>(x: &T) -> T { x.acos() }
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#[inline(always)] pub pure fn atan<T:Trig>(x: &T) -> T { x.atan() }
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#[inline(always)] pub pure fn sinh<T:Trig>(x: &T) -> T { x.sinh() }
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#[inline(always)] pub pure fn cosh<T:Trig>(x: &T) -> T { x.cosh() }
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#[inline(always)] pub pure fn tanh<T:Trig>(x: &T) -> T { x.tanh() }
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pub impl f32: Trig {
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#[inline(always)] pure fn radians() -> f32 { self * (f32::consts::pi / 180f32) }
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#[inline(always)] pure fn degrees() -> f32 { self * (180f32 / f32::consts::pi) }
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#[inline(always)] pure fn sin() -> f32 { f32::sin(self) }
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#[inline(always)] pure fn cos() -> f32 { f32::cos(self) }
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#[inline(always)] pure fn tan() -> f32 { f32::tan(self) }
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#[inline(always)] pure fn asin() -> f32 { f32::asin(self) }
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#[inline(always)] pure fn acos() -> f32 { f32::acos(self) }
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#[inline(always)] pure fn atan() -> f32 { f32::atan(self) }
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#[inline(always)] pure fn sinh() -> f32 { f32::sinh(self) }
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#[inline(always)] pure fn cosh() -> f32 { f32::cosh(self) }
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#[inline(always)] pure fn tanh() -> f32 { f32::tanh(self) }
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pub impl
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<
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ThetaT:Copy NumCast Float,
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Result:NumCast
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>
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Radians<ThetaT>: Trig<Result> {
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#[inline(always)] pure fn sin() -> Result { cast(f64::sin (cast(*self))) }
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#[inline(always)] pure fn cos() -> Result { cast(f64::cos (cast(*self))) }
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#[inline(always)] pure fn tan() -> Result { cast(f64::tan (cast(*self))) }
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#[inline(always)] pure fn asin() -> Result { cast(f64::asin(cast(*self))) }
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#[inline(always)] pure fn acos() -> Result { cast(f64::acos(cast(*self))) }
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#[inline(always)] pure fn atan() -> Result { cast(f64::atan(cast(*self))) }
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#[inline(always)] pure fn sinh() -> Result { cast(f64::sinh(cast(*self))) }
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#[inline(always)] pure fn cosh() -> Result { cast(f64::cosh(cast(*self))) }
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#[inline(always)] pure fn tanh() -> Result { cast(f64::tanh(cast(*self))) }
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}
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pub impl f64: Trig {
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#[inline(always)] pure fn radians() -> f64 { self * (f64::consts::pi / 180f64) }
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#[inline(always)] pure fn degrees() -> f64 { self * (180f64 / f64::consts::pi) }
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#[inline(always)] pure fn sin() -> f64 { f64::sin(self) }
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#[inline(always)] pure fn cos() -> f64 { f64::cos(self) }
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#[inline(always)] pure fn tan() -> f64 { f64::tan(self) }
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#[inline(always)] pure fn asin() -> f64 { f64::asin(self) }
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#[inline(always)] pure fn acos() -> f64 { f64::acos(self) }
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#[inline(always)] pure fn atan() -> f64 { f64::atan(self) }
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#[inline(always)] pure fn sinh() -> f64 { f64::sinh(self) }
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#[inline(always)] pure fn cosh() -> f64 { f64::cosh(self) }
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#[inline(always)] pure fn tanh() -> f64 { f64::tanh(self) }
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}
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#[inline(always)] pub pure fn sin<T:Trig <Result>, Result:NumCast>(angle: &T) -> Result { angle.sin() }
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#[inline(always)] pub pure fn cos<T:Trig <Result>, Result:NumCast>(angle: &T) -> Result { angle.cos() }
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#[inline(always)] pub pure fn tan<T:Trig <Result>, Result:NumCast>(angle: &T) -> Result { angle.tan() }
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#[inline(always)] pub pure fn asin<T:Trig<Result>, Result:NumCast>(x: &T) -> Result { x.asin() }
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#[inline(always)] pub pure fn acos<T:Trig<Result>, Result:NumCast>(x: &T) -> Result { x.acos() }
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#[inline(always)] pub pure fn atan<T:Trig<Result>, Result:NumCast>(x: &T) -> Result { x.atan() }
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#[inline(always)] pub pure fn sinh<T:Trig<Result>, Result:NumCast>(x: &T) -> Result { x.sinh() }
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#[inline(always)] pub pure fn cosh<T:Trig<Result>, Result:NumCast>(x: &T) -> Result { x.cosh() }
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#[inline(always)] pub pure fn tanh<T:Trig<Result>, Result:NumCast>(x: &T) -> Result { x.tanh() }
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pub impl float: Trig {
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#[inline(always)] pure fn radians() -> float { self * (float::consts::pi / 180f) }
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#[inline(always)] pure fn degrees() -> float { self * (180f / float::consts::pi) }
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#[inline(always)] pure fn sin() -> float { cast(float::sin(cast(self))) }
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#[inline(always)] pure fn cos() -> float { cast(float::cos(cast(self))) }
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#[inline(always)] pure fn tan() -> float { cast(float::tan(cast(self))) }
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#[inline(always)] pure fn asin() -> float { cast(float::asin(cast(self))) }
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#[inline(always)] pure fn acos() -> float { cast(float::acos(cast(self))) }
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#[inline(always)] pure fn atan() -> float { cast(float::atan(cast(self))) }
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#[inline(always)] pure fn sinh() -> float { cast(float::sinh(cast(self))) }
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#[inline(always)] pure fn cosh() -> float { cast(float::cosh(cast(self))) }
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#[inline(always)] pure fn tanh() -> float { cast(float::tanh(cast(self))) }
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}
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pub impl<T:Copy Trig> Vec2<T>: Trig {
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#[inline(always)] pure fn radians() -> Vec2<T> {
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Vec2::new(radians(&self[0]),
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radians(&self[1]))
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}
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#[inline(always)] pure fn degrees() -> Vec2<T> {
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Vec2::new(degrees(&self[0]),
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degrees(&self[1]))
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}
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#[inline(always)] pure fn sin() -> Vec2<T> {
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pub impl
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<
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ThetaT:Copy Trig<T>,
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T:NumCast
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>
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Vec2<ThetaT>: Trig<Vec2<T>> {
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#[inline(always)]
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pure fn sin() -> Vec2<T> {
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Vec2::new(sin(&self[0]),
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sin(&self[1]))
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}
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#[inline(always)] pure fn cos() -> Vec2<T> {
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#[inline(always)]
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pure fn cos() -> Vec2<T> {
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Vec2::new(cos(&self[0]),
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cos(&self[1]))
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}
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#[inline(always)] pure fn tan() -> Vec2<T> {
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#[inline(always)]
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pure fn tan() -> Vec2<T> {
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Vec2::new(tan(&self[0]),
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tan(&self[1]))
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}
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#[inline(always)] pure fn asin() -> Vec2<T> {
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#[inline(always)]
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pure fn asin() -> Vec2<T> {
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Vec2::new(asin(&self[0]),
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asin(&self[1]))
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}
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#[inline(always)] pure fn acos() -> Vec2<T> {
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#[inline(always)]
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pure fn acos() -> Vec2<T> {
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Vec2::new(acos(&self[0]),
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acos(&self[1]))
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}
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#[inline(always)] pure fn atan() -> Vec2<T> {
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#[inline(always)]
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pure fn atan() -> Vec2<T> {
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Vec2::new(atan(&self[0]),
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atan(&self[1]))
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}
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#[inline(always)] pure fn sinh() -> Vec2<T> {
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#[inline(always)]
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pure fn sinh() -> Vec2<T> {
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Vec2::new(sinh(&self[0]),
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sinh(&self[1]))
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}
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#[inline(always)] pure fn cosh() -> Vec2<T> {
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#[inline(always)]
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pure fn cosh() -> Vec2<T> {
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Vec2::new(cosh(&self[0]),
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cosh(&self[1]))
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}
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#[inline(always)] pure fn tanh() -> Vec2<T> {
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#[inline(always)]
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pure fn tanh() -> Vec2<T> {
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Vec2::new(tanh(&self[0]),
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tanh(&self[1]))
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}
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}
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pub impl<T:Copy Trig> Vec3<T>: Trig {
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#[inline(always)] pure fn radians() -> Vec3<T> {
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Vec3::new(radians(&self[0]),
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radians(&self[1]),
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radians(&self[2]))
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}
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#[inline(always)] pure fn degrees() -> Vec3<T> {
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Vec3::new(degrees(&self[0]),
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degrees(&self[1]),
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degrees(&self[2]))
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}
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#[inline(always)] pure fn sin() -> Vec3<T> {
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pub impl
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<
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ThetaT:Copy Trig<T>,
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T:NumCast
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>
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Vec3<ThetaT>: Trig<Vec3<T>> {
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#[inline(always)]
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pure fn sin() -> Vec3<T> {
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Vec3::new(sin(&self[0]),
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sin(&self[1]),
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sin(&self[2]))
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}
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#[inline(always)] pure fn cos() -> Vec3<T> {
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#[inline(always)]
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pure fn cos() -> Vec3<T> {
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Vec3::new(cos(&self[0]),
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cos(&self[1]),
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cos(&self[2]))
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}
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#[inline(always)] pure fn tan() -> Vec3<T> {
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#[inline(always)]
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pure fn tan() -> Vec3<T> {
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Vec3::new(tan(&self[0]),
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tan(&self[1]),
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tan(&self[2]))
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}
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#[inline(always)] pure fn asin() -> Vec3<T> {
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#[inline(always)]
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pure fn asin() -> Vec3<T> {
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Vec3::new(asin(&self[0]),
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asin(&self[1]),
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asin(&self[2]))
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}
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#[inline(always)] pure fn acos() -> Vec3<T> {
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#[inline(always)]
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pure fn acos() -> Vec3<T> {
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Vec3::new(acos(&self[0]),
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acos(&self[1]),
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acos(&self[2]))
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}
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#[inline(always)] pure fn atan() -> Vec3<T> {
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#[inline(always)]
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pure fn atan() -> Vec3<T> {
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Vec3::new(atan(&self[0]),
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atan(&self[1]),
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atan(&self[2]))
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}
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#[inline(always)] pure fn sinh() -> Vec3<T> {
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#[inline(always)]
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pure fn sinh() -> Vec3<T> {
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Vec3::new(sinh(&self[0]),
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sinh(&self[1]),
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sinh(&self[2]))
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}
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#[inline(always)] pure fn cosh() -> Vec3<T> {
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#[inline(always)]
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pure fn cosh() -> Vec3<T> {
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Vec3::new(cosh(&self[0]),
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cosh(&self[1]),
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cosh(&self[2]))
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}
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#[inline(always)] pure fn tanh() -> Vec3<T> {
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#[inline(always)]
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pure fn tanh() -> Vec3<T> {
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Vec3::new(tanh(&self[0]),
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tanh(&self[1]),
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tanh(&self[2]))
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}
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}
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pub impl<T:Copy Trig> Vec4<T>: Trig {
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#[inline(always)] pure fn radians() -> Vec4<T> {
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Vec4::new(radians(&self[0]),
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radians(&self[1]),
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radians(&self[2]),
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radians(&self[3]))
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}
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#[inline(always)] pure fn degrees() -> Vec4<T> {
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Vec4::new(degrees(&self[0]),
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degrees(&self[1]),
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degrees(&self[2]),
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degrees(&self[3]))
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}
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#[inline(always)] pure fn sin() -> Vec4<T> {
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pub impl
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<
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ThetaT:Copy Trig<T>,
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T:NumCast
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>
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Vec4<ThetaT>: Trig<Vec4<T>> {
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#[inline(always)]
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pure fn sin() -> Vec4<T> {
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Vec4::new(sin(&self[0]),
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sin(&self[1]),
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sin(&self[2]),
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sin(&self[3]))
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}
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#[inline(always)] pure fn cos() -> Vec4<T> {
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#[inline(always)]
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pure fn cos() -> Vec4<T> {
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Vec4::new(cos(&self[0]),
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cos(&self[1]),
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cos(&self[2]),
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cos(&self[3]))
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}
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#[inline(always)] pure fn tan() -> Vec4<T> {
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#[inline(always)]
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pure fn tan() -> Vec4<T> {
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Vec4::new(tan(&self[0]),
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tan(&self[1]),
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tan(&self[2]),
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tan(&self[3]))
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}
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#[inline(always)] pure fn asin() -> Vec4<T> {
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#[inline(always)]
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pure fn asin() -> Vec4<T> {
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Vec4::new(asin(&self[0]),
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asin(&self[1]),
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asin(&self[2]),
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asin(&self[3]))
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}
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#[inline(always)] pure fn acos() -> Vec4<T> {
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#[inline(always)]
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pure fn acos() -> Vec4<T> {
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Vec4::new(acos(&self[0]),
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acos(&self[1]),
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acos(&self[2]),
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acos(&self[3]))
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}
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#[inline(always)] pure fn atan() -> Vec4<T> {
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#[inline(always)]
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pure fn atan() -> Vec4<T> {
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Vec4::new(atan(&self[0]),
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atan(&self[1]),
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atan(&self[2]),
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atan(&self[3]))
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}
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#[inline(always)] pure fn sinh() -> Vec4<T> {
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#[inline(always)]
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pure fn sinh() -> Vec4<T> {
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Vec4::new(sinh(&self[0]),
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sinh(&self[1]),
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sinh(&self[2]),
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sinh(&self[3]))
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}
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#[inline(always)] pure fn cosh() -> Vec4<T> {
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#[inline(always)]
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pure fn cosh() -> Vec4<T> {
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Vec4::new(cosh(&self[0]),
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cosh(&self[1]),
|
||||
cosh(&self[2]),
|
||||
cosh(&self[3]))
|
||||
}
|
||||
|
||||
#[inline(always)] pure fn tanh() -> Vec4<T> {
|
||||
#[inline(always)]
|
||||
pure fn tanh() -> Vec4<T> {
|
||||
Vec4::new(tanh(&self[0]),
|
||||
tanh(&self[1]),
|
||||
tanh(&self[2]),
|
||||
|
|
Loading…
Reference in a new issue