Fix circular imports and subsequent build errors
This commit is contained in:
parent
0e8dab2cd0
commit
f5b46e2459
11 changed files with 172 additions and 161 deletions
6
Makefile
6
Makefile
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@ -3,8 +3,8 @@
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all:
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rustc src/om3d.rc --lib --out-dir=lib
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test: all
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rustc --test -L lib test/*-test.rs -o test/build/test.elf
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./test/build/test.elf
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rustc --test -L lib test/test_om3d.rc -o test/build/test_om3d.elf
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./test/build/test_om3d.elf
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clean:
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rm -R -f ./lib/*
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rm -R -f ./test/*.elf
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rm -R -f ./test/build/*
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20
README.md
20
README.md
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@ -2,27 +2,9 @@
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Here's some linear algebra I've been working on. I've translated it over from my unpublished D library that I was using to teach myself 3D mathematics.
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For some reason my makefile isn't working - it give me the following error:
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rustc src/om3d.rc --lib --out-dir=lib
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error: failed to resolve imports
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src/quat.rs:5:7: 5:14 error: unresolved import
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src/quat.rs:5 import mat::*;
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^~~~~~~
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src/mat.rs:5:7: 5:15 error: unresolved import
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src/mat.rs:5 import quat::*;
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^~~~~~~~
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src/projection.rs:2:7: 2:14 error: unresolved import
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src/projection.rs:2 import mat::*;
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^~~~~~~
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error: aborting due to 4 previous errors
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make: *** [all] Error 101
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Any assistance would be most appreciated!
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## Todo:
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- Unittests: I have full unittest coverage on my D project so the algorithms should be correct. I just haven't implemented them in om3D-rs yet because of the unfortunate compilation issue aove. :(
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- Unittests: I have full unittest coverage on my D project so the algorithms should be correct, but this is definately top on my list.
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- Vector functions: abs, lerp, min, max
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- Matrix Inversion: ugh
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- Matrix rotation
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117
src/mat.rs
117
src/mat.rs
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@ -2,7 +2,7 @@ import std::cmp::FuzzyEq;
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import cmp::Ord;
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import num::Num;
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// import to_str::ToStr;
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import quat::*;
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import quat::quat;
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import vec::*;
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// TODO: Unittests! I've probably made lots of mistakes...
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@ -87,14 +87,14 @@ pure fn mat2_v(col0:vec2, col1:vec2) -> mat2 {
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#[inline(always)]
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pure fn mat2_zero() -> mat2 {
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mat2 (0.0, 0.0,
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0.0, 0.0)
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mat2(0f, 0f,
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0f, 0f)
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}
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#[inline(always)]
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pure fn mat2_identity() -> mat2 {
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mat2 (1.0, 0.0,
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0.0, 1.0)
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mat2(1f, 0f,
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0f, 1f)
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}
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//
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@ -204,8 +204,8 @@ impl mat2: Matrix<float, vec2> {
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#[inline(always)]
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pure fn is_diagonal() -> bool {
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self[0][1].fuzzy_eq(&0.0) &&
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self[1][0].fuzzy_eq(&0.0)
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self[0][1].fuzzy_eq(&0f) &&
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self[1][0].fuzzy_eq(&0f)
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}
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#[inline(always)]
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@ -246,16 +246,16 @@ pure fn mat3_v(col0:vec3, col1:vec3, col2:vec3) -> mat3 {
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#[inline(always)]
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pure fn mat3_zero() -> mat3 {
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mat3 (0.0, 0.0, 0.0,
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0.0, 0.0, 0.0,
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0.0, 0.0, 0.0)
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mat3 (0f, 0f, 0f,
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0f, 0f, 0f,
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0f, 0f, 0f)
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}
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#[inline(always)]
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pure fn mat3_identity() -> mat3 {
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mat3 (1.0, 0.0, 0.0,
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0.0, 1.0, 0.0,
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0.0, 0.0, 1.0)
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mat3 (1f, 0f, 0f,
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0f, 1f, 0f,
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0f, 0f, 1f)
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}
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//
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@ -385,14 +385,14 @@ impl mat3: Matrix<float, vec3> {
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#[inline(always)]
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pure fn is_diagonal() -> bool {
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self[0][1].fuzzy_eq(&0.0) &&
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self[0][2].fuzzy_eq(&0.0) &&
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self[0][1].fuzzy_eq(&0f) &&
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self[0][2].fuzzy_eq(&0f) &&
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self[1][0].fuzzy_eq(&0.0) &&
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self[1][2].fuzzy_eq(&0.0) &&
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self[1][0].fuzzy_eq(&0f) &&
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self[1][2].fuzzy_eq(&0f) &&
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self[2][0].fuzzy_eq(&0.0) &&
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self[2][1].fuzzy_eq(&0.0)
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self[2][0].fuzzy_eq(&0f) &&
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self[2][1].fuzzy_eq(&0f)
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}
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#[inline(always)]
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@ -403,50 +403,51 @@ impl mat3: Matrix<float, vec3> {
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impl mat3: Matrix3<float, vec3> {
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#[inline(always)]
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pure fn scale(&&vec:V) -> mat3 {
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self.mul_m(mat3(vec.x(), 0, 0,
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0, vec.y(), 0,
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0, 0, vec.z()))
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pure fn scale(&&vec:vec3) -> mat3 {
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self.mul_m(mat3(vec.x(), 0f, 0f,
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0f, vec.y(), 0f,
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0f, 0f, vec.z()))
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}
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#[inline(always)]
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pure fn to_mat4() -> mat4 {
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mat4(self[0][0], self[0][1], self[0][2], 0,
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self[1][0], self[1][1], self[1][2], 0,
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self[2][0], self[2][1], self[2][2], 0,
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0, 0, 0, 1)
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mat4(self[0][0], self[0][1], self[0][2], 0f,
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self[1][0], self[1][1], self[1][2], 0f,
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self[2][0], self[2][1], self[2][2], 0f,
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0f, 0f, 0f, 1f)
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}
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pure fn to_quat() -> quat {
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// Implemented using a mix of ideas from jMonkeyEngine and Ken Shoemake's
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// paper on Quaternions: http://www.cs.ucr.edu/~vbz/resources/quatut.pdf
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let w:float, x:float, y:float, z:float, s:float;
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let mut s:float;
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let w:float, x:float, y:float, z:float;
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let trace:float = self[0][0] + self[1][1] + self[2][2];
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if trace >= 0 {
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s = sqrt(trace + 1);
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if trace >= 0f {
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s = sqrt(trace + 1f);
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w = 0.5 * s;
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s = 0.5 / s;
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x = self[1][2] - self[2][1] * s;
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y = self[2][0] - self[0][2] * s;
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z = self[0][1] - self[1][0] * s;
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} else if (self[0][0] > self[1][1]) && (self[0][0] > self[2][2]) {
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s = sqrt(1 + self[0][0] - self[1][1] - self[2][2]);
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s = sqrt(1f + self[0][0] - self[1][1] - self[2][2]);
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w = 0.5 * s;
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s = 0.5 / s;
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x = self[0][1] - self[1][0] * s;
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y = self[2][0] - self[0][2] * s;
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z = self[1][2] - self[2][1] * s;
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} else if self[1][1] > self[2][2] {
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s = sqrt(1 + self[1][1] - self[0][0] - self[2][2]);
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s = sqrt(1f + self[1][1] - self[0][0] - self[2][2]);
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w = 0.5 * s;
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s = 0.5 / s;
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x = self[0][1] - self[1][0] * s;
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y = self[1][2] - self[2][1] * s;
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z = self[2][0] - self[0][2] * s;
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} else {
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s = sqrt(1 + self[2][2] - self[0][0] - self[1][1]);
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s = sqrt(1f + self[2][2] - self[0][0] - self[1][1]);
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w = 0.5 * s;
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s = 0.5 / s;
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x = self[2][0] - self[0][2] * s;
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@ -491,18 +492,18 @@ pure fn mat4_v(col0:vec4, col1:vec4, col2:vec4, col3:vec4) -> mat4 {
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#[inline(always)]
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pure fn mat4_zero() -> mat4 {
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mat4 (0.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 0.0, 0.0)
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mat4 (0f, 0f, 0f, 0f,
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0f, 0f, 0f, 0f,
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0f, 0f, 0f, 0f,
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0f, 0f, 0f, 0f)
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}
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#[inline(always)]
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pure fn mat4_identity() -> mat4 {
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mat4 (1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0)
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mat4 (1f, 0f, 0f, 0f,
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0f, 1f, 0f, 0f,
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0f, 0f, 1f, 0f,
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0f, 0f, 0f, 1f)
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}
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//
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#[inline(always)]
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pure fn is_diagonal() -> bool {
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self[0][1].fuzzy_eq(&0.0) &&
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self[0][2].fuzzy_eq(&0.0) &&
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self[0][3].fuzzy_eq(&0.0) &&
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self[0][1].fuzzy_eq(&0f) &&
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self[0][2].fuzzy_eq(&0f) &&
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self[0][3].fuzzy_eq(&0f) &&
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self[1][0].fuzzy_eq(&0.0) &&
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self[1][2].fuzzy_eq(&0.0) &&
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self[1][3].fuzzy_eq(&0.0) &&
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self[1][0].fuzzy_eq(&0f) &&
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self[1][2].fuzzy_eq(&0f) &&
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self[1][3].fuzzy_eq(&0f) &&
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self[2][0].fuzzy_eq(&0.0) &&
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self[2][1].fuzzy_eq(&0.0) &&
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self[2][3].fuzzy_eq(&0.0) &&
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self[2][0].fuzzy_eq(&0f) &&
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self[2][1].fuzzy_eq(&0f) &&
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self[2][3].fuzzy_eq(&0f) &&
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self[3][0].fuzzy_eq(&0.0) &&
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self[3][1].fuzzy_eq(&0.0) &&
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self[3][2].fuzzy_eq(&0.0)
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self[3][0].fuzzy_eq(&0f) &&
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self[3][1].fuzzy_eq(&0f) &&
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self[3][2].fuzzy_eq(&0f)
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}
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#[inline(always)]
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@ -681,15 +682,15 @@ impl mat4: Matrix<float, vec4> {
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impl mat4: Matrix4<float, vec4> {
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#[inline(always)]
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pure fn scale(&&vec:vec3) -> mat4 {
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self.mul_m(mat3(vec.x(), 0, 0, 0,
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0, vec.y(), 0, 0,
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0, 0, vec.z(), 0,
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0, 0, 0, 1))
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self.mul_m(mat4(vec.x(), 0f, 0f, 0f,
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0f, vec.y(), 0f, 0f,
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0f, 0f, vec.z(), 0f,
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0f, 0f, 0f, 1f))
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}
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#[inline(always)]
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pure fn translate(&&vec:vec3) -> mat4 {
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mat4(self[0],
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mat4_v(self[0],
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self[1],
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self[2],
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vec4(self[3][0] + vec.x(),
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@ -1,5 +1,6 @@
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import float::consts::pi;
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import mat::*;
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import float::tan;
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import mat::mat4;
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//
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// Create a perspective projection matrix
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@ -7,8 +8,8 @@ import mat::*;
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// fov is in degrees
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// http://www.opengl.org/wiki/GluPerspective_code
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//
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pure fn perspective(fovy:float, aspectRatio:float, near:float, fa:float) -> mat4 {
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let ymax = near * tan(fovy * PI / 360.0);
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pure fn perspective(fovy:float, aspectRatio:float, near:float, far:float) -> mat4 {
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let ymax = near * tan(fovy * pi / 360f);
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let xmax = ymax * aspectRatio;
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return frustum(-xmax, xmax, -ymax, ymax, near, far);
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}
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@ -21,22 +22,22 @@ pure fn perspective(fovy:float, aspectRatio:float, near:float, fa:float) -> mat4
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// TODO: double check algorithm
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//
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pure fn frustum(left:float, right:float, bottom:float, top:float, near:float, far:float) -> mat4 {
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let m00:float = (2*near)/(right-left);
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let m01:float = 0.0;
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let m02:float = 0.0;
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let m03:float = 0.0;
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let m10:float = 0.0;
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let m11:float = (2*near)/(top-bottom);
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let m12:float = 0.0;
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let m13:float = 0.0;
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let m00:float = (2f * near) / (right - left);
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let m01:float = 0f;
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let m02:float = 0f;
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let m03:float = 0f;
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let m10:float = 0f;
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let m11:float = (2f * near)/(top - bottom);
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let m12:float = 0f;
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let m13:float = 0f;
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let m20:float = (right + left) / (right - left);
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let m21:float = (top + bottom) / (top - bottom);
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let m22:float = -(far + near) / (far - near);
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let m23:float = -1.0;
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let m30:float = 0.0;
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let m31:float = 0.0;
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let m32:float = -(2*far*near)/(far-near);
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let m33:float = 0.0;
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let m23:float = -1f;
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let m30:float = 0f;
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let m31:float = 0f;
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let m32:float = -(2f * far * near) / (far - near);
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let m33:float = 0f;
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return mat4(m00, m01, m02, m03,
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m10, m11, m12, m13,
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41
src/quat.rs
41
src/quat.rs
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@ -1,9 +1,10 @@
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import std::cmp::FuzzyEq;
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import cmp::Ord;
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import float::sqrt;
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import num::Num;
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import to_str::ToStr;
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import mat::*;
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import vec::*;
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import mat::{mat3, mat4};
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import vec::vec3;
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// TODO: Unittests! I've probably made lots of mistakes...
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@ -14,10 +15,10 @@ trait Quaternion<T:Num Ord FuzzyEq> {
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pure fn dim() -> uint;
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pure fn index(&&index:uint) -> T;
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fn w() -> T;
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fn x() -> T;
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fn y() -> T;
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fn z() -> T;
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pure fn w() -> T;
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pure fn x() -> T;
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pure fn y() -> T;
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pure fn z() -> T;
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pure fn neg() -> self;
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@ -53,6 +54,12 @@ trait Quaternion<T:Num Ord FuzzyEq> {
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//
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struct quat { data:[float * 4] }
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//
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// Constants
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//
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#[inline(always)] pure fn quat_zero() -> quat { quat(0f, 0f, 0f, 0f) }
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#[inline(always)] pure fn quat_identity() -> quat { quat(1f, 0f, 0f, 0f) }
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//
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// Quat Constructor
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//
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@ -64,7 +71,7 @@ pure fn quat(w:float, x:float, y:float, z:float) -> quat {
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//
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// Quaternion Implementation
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//
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impl quat<float> {
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impl quat: Quaternion<float> {
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#[inline(always)]
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pure fn dim() -> uint { 4 }
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|
@ -78,10 +85,10 @@ impl quat<float> {
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quat(-self[0], -self[1], -self[2], -self[3])
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}
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#[inline(always)] fn w() -> float { self.data[0] }
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#[inline(always)] fn x() -> float { self.data[1] }
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#[inline(always)] fn y() -> float { self.data[2] }
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#[inline(always)] fn z() -> float { self.data[3] }
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#[inline(always)] pure fn w() -> float { self.data[0] }
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#[inline(always)] pure fn x() -> float { self.data[1] }
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#[inline(always)] pure fn y() -> float { self.data[2] }
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#[inline(always)] pure fn z() -> float { self.data[3] }
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#[inline(always)]
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pure fn mul_f(&&value:float) -> quat {
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@ -146,12 +153,12 @@ impl quat<float> {
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#[inline(always)]
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pure fn conjugate() -> quat {
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quat(self.w(), -self.x(), -self.y(), -self.z());
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quat(self.w(), -self.x(), -self.y(), -self.z())
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}
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#[inline(always)]
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pure fn inverse() -> quat {
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self.conjugate().mul_f((1f / self.magnitude2()))
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}
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#[inline(always)]
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||||
|
@ -164,7 +171,7 @@ impl quat<float> {
|
|||
|
||||
#[inline(always)]
|
||||
pure fn magnitude() -> float {
|
||||
sqrt(self.magnitude2)
|
||||
sqrt(self.magnitude2())
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
|
@ -185,9 +192,9 @@ impl quat<float> {
|
|||
let wz2 = z2 * self.w();
|
||||
let wx2 = x2 * self.w();
|
||||
|
||||
return mat3(1 - yy2 - zz2, xy2 - wz2, xz2 + wy2,
|
||||
xy2 + wz2, 1 - xx2 - zz2, yz2 - wx2,
|
||||
xz2 - wy2, yz2 + wx2, 1 - xx2 - yy2);
|
||||
return mat3(1f - yy2 - zz2, xy2 - wz2, xz2 + wy2,
|
||||
xy2 + wz2, 1f - xx2 - zz2, yz2 - wx2,
|
||||
xz2 - wy2, yz2 + wx2, 1f - xx2 - yy2);
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
|
|
72
src/vec.rs
72
src/vec.rs
|
@ -45,17 +45,17 @@ trait Vector<T:Num Ord FuzzyEq> {
|
|||
//
|
||||
trait Vector2<T:Num Ord FuzzyEq> {
|
||||
// This is where I wish rust had properties ;)
|
||||
fn x() -> T;
|
||||
fn y() -> T;
|
||||
pure fn x() -> T;
|
||||
pure fn y() -> T;
|
||||
}
|
||||
|
||||
//
|
||||
// 3-Dimensional Vector
|
||||
//
|
||||
trait Vector3<T:Num Ord FuzzyEq> {
|
||||
fn x() -> T;
|
||||
fn y() -> T;
|
||||
fn z() -> T;
|
||||
pure fn x() -> T;
|
||||
pure fn y() -> T;
|
||||
pure fn z() -> T;
|
||||
|
||||
fn cross(&&other:self) -> self;
|
||||
}
|
||||
|
@ -64,10 +64,10 @@ trait Vector3<T:Num Ord FuzzyEq> {
|
|||
// 4-Dimensional Vector
|
||||
//
|
||||
trait Vector4<T:Num Ord FuzzyEq> {
|
||||
fn x() -> T;
|
||||
fn y() -> T;
|
||||
fn z() -> T;
|
||||
fn w() -> T;
|
||||
pure fn x() -> T;
|
||||
pure fn y() -> T;
|
||||
pure fn z() -> T;
|
||||
pure fn w() -> T;
|
||||
}
|
||||
|
||||
|
||||
|
@ -91,17 +91,17 @@ pure fn vec2(x:float, y:float) -> vec2 {
|
|||
//
|
||||
// Constants
|
||||
//
|
||||
#[inline(always)] pure fn vec2_zero() -> vec2 { vec2 (0.0, 0.0) }
|
||||
#[inline(always)] pure fn vec2_unit_x() -> vec2 { vec2 (1.0, 0.0) }
|
||||
#[inline(always)] pure fn vec2_unit_y() -> vec2 { vec2 (0.0, 1.0) }
|
||||
#[inline(always)] pure fn vec2_identity() -> vec2 { vec2 (1.0, 1.0) }
|
||||
#[inline(always)] pure fn vec2_zero() -> vec2 { vec2 (0f, 0f) }
|
||||
#[inline(always)] pure fn vec2_unit_x() -> vec2 { vec2 (1f, 0f) }
|
||||
#[inline(always)] pure fn vec2_unit_y() -> vec2 { vec2 (0f, 1f) }
|
||||
#[inline(always)] pure fn vec2_identity() -> vec2 { vec2 (1f, 1f) }
|
||||
|
||||
//
|
||||
// Vector2 Implementation
|
||||
//
|
||||
impl vec2: Vector2<float> {
|
||||
#[inline(always)] fn x() -> float { self.data[0] }
|
||||
#[inline(always)] fn y() -> float { self.data[1] }
|
||||
#[inline(always)] pure fn x() -> float { self.data[0] }
|
||||
#[inline(always)] pure fn y() -> float { self.data[1] }
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -193,7 +193,7 @@ impl vec2: Vector<float> {
|
|||
|
||||
#[inline(always)]
|
||||
pure fn normalize() -> vec2 {
|
||||
let n = 1.0 / self.magnitude();
|
||||
let n = 1f / self.magnitude();
|
||||
return self.mul_f(n);
|
||||
}
|
||||
}
|
||||
|
@ -220,11 +220,11 @@ struct vec3 { data:[float * 3] }
|
|||
//
|
||||
// Constants
|
||||
//
|
||||
#[inline(always)] pure fn vec3_zero() -> vec3 { vec3(0.0, 0.0, 0.0) }
|
||||
#[inline(always)] pure fn vec3_unit_x() -> vec3 { vec3(1.0, 0.0, 0.0) }
|
||||
#[inline(always)] pure fn vec3_unit_y() -> vec3 { vec3(0.0, 1.0, 0.0) }
|
||||
#[inline(always)] pure fn vec3_unit_z() -> vec3 { vec3(0.0, 0.0, 1.0) }
|
||||
#[inline(always)] pure fn vec3_identity() -> vec3 { vec3(1.0, 1.0, 1.0) }
|
||||
#[inline(always)] pure fn vec3_zero() -> vec3 { vec3(0f, 0f, 0f) }
|
||||
#[inline(always)] pure fn vec3_unit_x() -> vec3 { vec3(1f, 0f, 0f) }
|
||||
#[inline(always)] pure fn vec3_unit_y() -> vec3 { vec3(0f, 1f, 0f) }
|
||||
#[inline(always)] pure fn vec3_unit_z() -> vec3 { vec3(0f, 0f, 1f) }
|
||||
#[inline(always)] pure fn vec3_identity() -> vec3 { vec3(1f, 1f, 1f) }
|
||||
|
||||
//
|
||||
// Vec3 Constructor
|
||||
|
@ -239,9 +239,9 @@ pure fn vec3(x:float, y:float, z:float) -> vec3 {
|
|||
// Vector3 Implementation
|
||||
//
|
||||
impl vec3: Vector3<float> {
|
||||
#[inline(always)] fn x() -> float { self.data[0] }
|
||||
#[inline(always)] fn y() -> float { self.data[1] }
|
||||
#[inline(always)] fn z() -> float { self.data[2] }
|
||||
#[inline(always)] pure fn x() -> float { self.data[0] }
|
||||
#[inline(always)] pure fn y() -> float { self.data[1] }
|
||||
#[inline(always)] pure fn z() -> float { self.data[2] }
|
||||
|
||||
#[inline(always)]
|
||||
fn cross(&&other:vec3) -> vec3 {
|
||||
|
@ -350,7 +350,7 @@ impl vec3: Vector<float> {
|
|||
|
||||
#[inline(always)]
|
||||
pure fn normalize() -> vec3 {
|
||||
let n = 1.0 / self.magnitude();
|
||||
let n = 1f / self.magnitude();
|
||||
return self.mul_f(n);
|
||||
}
|
||||
}
|
||||
|
@ -377,12 +377,12 @@ struct vec4 { data:[float * 4] }
|
|||
//
|
||||
// Constants
|
||||
//
|
||||
#[inline(always)] pure fn vec4_zero() -> vec4 { vec4(0.0, 0.0, 0.0, 0.0) }
|
||||
#[inline(always)] pure fn vec4_unit_x() -> vec4 { vec4(1.0, 0.0, 0.0, 0.0) }
|
||||
#[inline(always)] pure fn vec4_unit_y() -> vec4 { vec4(0.0, 1.0, 0.0, 0.0) }
|
||||
#[inline(always)] pure fn vec4_unit_z() -> vec4 { vec4(0.0, 0.0, 1.0, 0.0) }
|
||||
#[inline(always)] pure fn vec4_unit_w() -> vec4 { vec4(0.0, 0.0, 0.0, 1.0) }
|
||||
#[inline(always)] pure fn vec4_identity() -> vec4 { vec4(1.0, 1.0, 1.0, 1.0) }
|
||||
#[inline(always)] pure fn vec4_zero() -> vec4 { vec4(0f, 0f, 0f, 0f) }
|
||||
#[inline(always)] pure fn vec4_unit_x() -> vec4 { vec4(1f, 0f, 0f, 0f) }
|
||||
#[inline(always)] pure fn vec4_unit_y() -> vec4 { vec4(0f, 1f, 0f, 0f) }
|
||||
#[inline(always)] pure fn vec4_unit_z() -> vec4 { vec4(0f, 0f, 1f, 0f) }
|
||||
#[inline(always)] pure fn vec4_unit_w() -> vec4 { vec4(0f, 0f, 0f, 1f) }
|
||||
#[inline(always)] pure fn vec4_identity() -> vec4 { vec4(1f, 1f, 1f, 1f) }
|
||||
|
||||
//
|
||||
// Vec4 Constructor
|
||||
|
@ -396,10 +396,10 @@ pure fn vec4(x:float, y:float, z:float, w:float) -> vec4 {
|
|||
// Vector4 Implementation
|
||||
//
|
||||
impl vec4: Vector4<float> {
|
||||
#[inline(always)] fn x() -> float { self.data[0] }
|
||||
#[inline(always)] fn y() -> float { self.data[1] }
|
||||
#[inline(always)] fn z() -> float { self.data[2] }
|
||||
#[inline(always)] fn w() -> float { self.data[3] }
|
||||
#[inline(always)] pure fn x() -> float { self.data[0] }
|
||||
#[inline(always)] pure fn y() -> float { self.data[1] }
|
||||
#[inline(always)] pure fn z() -> float { self.data[2] }
|
||||
#[inline(always)] pure fn w() -> float { self.data[3] }
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -511,7 +511,7 @@ impl vec4: Vector<float> {
|
|||
|
||||
#[inline(always)]
|
||||
pure fn normalize() -> vec4 {
|
||||
let n = 1.0 / self.magnitude();
|
||||
let n = 1f / self.magnitude();
|
||||
return self.mul_f(n);
|
||||
}
|
||||
}
|
||||
|
|
14
test/test_om3d.rc
Normal file
14
test/test_om3d.rc
Normal file
|
@ -0,0 +1,14 @@
|
|||
#[link(name = "om3d-test",
|
||||
vers = "0.1",
|
||||
author = "Brendan Zabarauskas")];
|
||||
|
||||
#[comment = "Unittests for om3d"];
|
||||
#[crate_type = "unittests"];
|
||||
|
||||
use std;
|
||||
use om3d;
|
||||
|
||||
mod test_mat;
|
||||
mod test_projection;
|
||||
mod test_quat;
|
||||
mod test_vec;
|
6
test/test_projection.rs
Normal file
6
test/test_projection.rs
Normal file
|
@ -0,0 +1,6 @@
|
|||
// TODO
|
||||
|
||||
#[test]
|
||||
fn test_projection() {
|
||||
|
||||
}
|
|
@ -1,16 +1,16 @@
|
|||
// TODO
|
||||
|
||||
#[test]
|
||||
fn test_mat2() {
|
||||
fn test_vec2() {
|
||||
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_mat3() {
|
||||
fn test_vec3() {
|
||||
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_mat4() {
|
||||
fn test_vec4() {
|
||||
|
||||
}
|
Loading…
Reference in a new issue