pub use mat::{Mat2, Mat3, Mat4}; pub use vec::{Vec2, Vec3, Vec4}; pub use quat::Quat; use vec::{Vector, NumericVector}; use mat::{NumericMatrix, NumericMatrix_NxN}; // Vector aliases pub type vec2 = Vec2; /// a two-component single-precision floating-point vector pub type vec3 = Vec3; /// a three-component single-precision floating-point vector pub type vec4 = Vec4; /// a four-component single-precision floating-point vector pub type dvec2 = Vec2; /// a two-component double-precision floating-point vector pub type dvec3 = Vec3; /// a three-component double-precision floating-point vector pub type dvec4 = Vec4; /// a four-component double-precision floating-point vector pub type bvec2 = Vec2; /// a two-component Boolean vector pub type bvec3 = Vec3; /// a three-component Boolean vector pub type bvec4 = Vec4; /// a four-component Boolean vector pub type ivec2 = Vec2; /// a two-component signed integer vector pub type ivec3 = Vec3; /// a three-component signed integer vector pub type ivec4 = Vec4; /// a four-component signed integer vector pub type uvec2 = Vec2; /// a two-component unsigned integer vector pub type uvec3 = Vec3; /// a three-component unsigned integer vector pub type uvec4 = Vec4; /// a four-component unsigned integer vector // // Wrappers to make working with static functions cleaner // // For example: let v = dvec::identity(); // as opposed to: let v: dvec4 = NumericVector::identity(); // pub impl vec2 { #[inline(always)] static pure fn new(x: f32, y: f32) -> vec2 { Vec2::new(x, y) } #[inline(always)] static pure fn from_value(v: f32) -> vec2 { Vector::from_value(v) } #[inline(always)] static pure fn identity() -> vec2 { NumericVector::identity() } #[inline(always)] static pure fn zero() -> vec2 { NumericVector::zero() } } pub impl vec3 { #[inline(always)] static pure fn new(x: f32, y: f32, z: f32) -> vec3 { Vec3::new(x, y, z) } #[inline(always)] static pure fn from_value(v: f32) -> vec3 { Vector::from_value(v) } #[inline(always)] static pure fn identity() -> vec3 { NumericVector::identity() } #[inline(always)] static pure fn zero() -> vec3 { NumericVector::zero() } } pub impl vec4 { #[inline(always)] static pure fn new(x: f32, y: f32, z: f32, w: f32) -> vec4 { Vec4::new(x, y, z, w) } #[inline(always)] static pure fn from_value(v: f32) -> vec4 { Vector::from_value(v) } #[inline(always)] static pure fn identity() -> vec4 { NumericVector::identity() } #[inline(always)] static pure fn zero() -> vec4 { NumericVector::zero() } } pub impl dvec2 { #[inline(always)] static pure fn new(x: f64, y: f64) -> dvec2 { Vec2::new(x, y) } #[inline(always)] static pure fn from_value(v: f64) -> dvec2 { Vector::from_value(v) } #[inline(always)] static pure fn identity() -> dvec2 { NumericVector::identity() } #[inline(always)] static pure fn zero() -> dvec2 { NumericVector::zero() } } pub impl dvec3 { #[inline(always)] static pure fn new(x: f64, y: f64, z: f64) -> dvec3 { Vec3::new(x, y, z) } #[inline(always)] static pure fn from_value(v: f64) -> dvec3 { Vector::from_value(v) } #[inline(always)] static pure fn identity() -> dvec3 { NumericVector::identity() } #[inline(always)] static pure fn zero() -> dvec3 { NumericVector::zero() } } pub impl dvec4 { #[inline(always)] static pure fn new(x: f64, y: f64, z: f64, w: f64) -> dvec4 { Vec4::new(x, y, z, w) } #[inline(always)] static pure fn from_value(v: f64) -> dvec4 { Vector::from_value(v) } #[inline(always)] static pure fn identity() -> dvec4 { NumericVector::identity() } #[inline(always)] static pure fn zero() -> dvec4 { NumericVector::zero() } } pub impl bvec2 { #[inline(always)] static pure fn new(x: bool, y: bool) -> bvec2 { Vec2::new(x, y) } #[inline(always)] static pure fn from_value(v: bool) -> bvec2 { Vector::from_value(v) } // #[inline(always)] static pure fn identity() -> bvec2 { NumericVector::identity() } // #[inline(always)] static pure fn zero() -> bvec2 { NumericVector::zero() } } pub impl bvec3 { #[inline(always)] static pure fn new(x: bool, y: bool, z: bool) -> bvec3 { Vec3::new(x, y, z) } #[inline(always)] static pure fn from_value(v: bool) -> bvec3 { Vector::from_value(v) } // #[inline(always)] static pure fn identity() -> bvec3 { NumericVector::identity() } // #[inline(always)] static pure fn zero() -> bvec3 { NumericVector::zero() } } pub impl bvec4 { #[inline(always)] static pure fn new(x: bool, y: bool, z: bool, w: bool) -> bvec4 { Vec4::new(x, y, z, w) } #[inline(always)] static pure fn from_value(v: bool) -> bvec4 { Vector::from_value(v) } // #[inline(always)] static pure fn identity() -> bvec4 { NumericVector::identity() } // #[inline(always)] static pure fn zero() -> bvec4 { NumericVector::zero() } } pub impl ivec2 { #[inline(always)] static pure fn new(x: i32, y: i32) -> ivec2 { Vec2::new(x, y) } #[inline(always)] static pure fn from_value(v: i32) -> ivec2 { Vector::from_value(v) } #[inline(always)] static pure fn identity() -> ivec2 { NumericVector::identity() } #[inline(always)] static pure fn zero() -> ivec2 { NumericVector::zero() } } pub impl ivec3 { #[inline(always)] static pure fn new(x: i32, y: i32, z: i32) -> ivec3 { Vec3::new(x, y, z) } #[inline(always)] static pure fn from_value(v: i32) -> ivec3 { Vector::from_value(v) } #[inline(always)] static pure fn identity() -> ivec3 { NumericVector::identity() } #[inline(always)] static pure fn zero() -> ivec3 { NumericVector::zero() } } pub impl ivec4 { #[inline(always)] static pure fn new(x: i32, y: i32, z: i32, w: i32) -> ivec4 { Vec4::new(x, y, z, w) } #[inline(always)] static pure fn from_value(v: i32) -> ivec4 { Vector::from_value(v) } #[inline(always)] static pure fn identity() -> ivec4 { NumericVector::identity() } #[inline(always)] static pure fn zero() -> ivec4 { NumericVector::zero() } } pub impl uvec2 { #[inline(always)] static pure fn new(x: u32, y: u32) -> uvec2 { Vec2::new(x, y) } #[inline(always)] static pure fn from_value(v: u32) -> uvec2 { Vector::from_value(v) } #[inline(always)] static pure fn identity() -> uvec2 { NumericVector::identity() } #[inline(always)] static pure fn zero() -> uvec2 { NumericVector::zero() } } pub impl uvec3 { #[inline(always)] static pure fn new(x: u32, y: u32, z: u32) -> uvec3 { Vec3::new(x, y, z) } #[inline(always)] static pure fn from_value(v: u32) -> uvec3 { Vector::from_value(v) } #[inline(always)] static pure fn identity() -> uvec3 { NumericVector::identity() } #[inline(always)] static pure fn zero() -> uvec3 { NumericVector::zero() } } pub impl uvec4 { #[inline(always)] static pure fn new(x: u32, y: u32, z: u32, w: u32) -> uvec4 { Vec4::new(x, y, z, w) } #[inline(always)] static pure fn from_value(v: u32) -> uvec4 { Vector::from_value(v) } #[inline(always)] static pure fn identity() -> uvec4 { NumericVector::identity() } #[inline(always)] static pure fn zero() -> uvec4 { NumericVector::zero() } } // Matrix aliases pub type mat2 = Mat2; /// a 2×2 single-precision floating-point matrix pub type mat3 = Mat3; /// a 3×3 single-precision floating-point matrix pub type mat4 = Mat4; /// a 4×4 single-precision floating-point matrix pub type mat2x2 = Mat2; /// same as a `mat2` // pub type mat2x3 = /// a single-precision floating-point matrix with 2 columns and 3 rows // pub type mat2x4 = /// a single-precision floating-point matrix with 2 columns and 4 rows // pub type mat3x2 = /// a single-precision floating-point matrix with 3 columns and 2 rows pub type mat3x3 = Mat3; /// same as a `mat3` // pub type mat3x4 = /// a single-precision floating-point matrix with 3 columns and 4 rows // pub type mat4x2 = /// a single-precision floating-point matrix with 4 columns and 2 rows // pub type mat4x3 = /// a single-precision floating-point matrix with 4 columns and 3 rows pub type mat4x4 = Mat4; /// same as a `mat4` pub type dmat2 = Mat2; /// a 2×2 double-precision floating-point matrix pub type dmat3 = Mat3; /// a 3×3 double-precision floating-point matrix pub type dmat4 = Mat4; /// a 4×4 double-precision floating-point matrix pub type dmat2x2 = Mat2; /// same as a `dmat2` // pub type dmat2x3 = /// a double-precision floating-point matrix with 2 columns and 3 rows // pub type dmat2x4 = /// a double-precision floating-point matrix with 2 columns and 4 rows // pub type dmat3x2 = /// a double-precision floating-point matrix with 3 columns and 2 rows pub type dmat3x3 = Mat3; /// same as a `dmat3` // pub type dmat3x4 = /// a double-precision floating-point matrix with 3 columns and 4 rows // pub type dmat4x2 = /// a double-precision floating-point matrix with 4 columns and 2 rows // pub type dmat4x3 = /// a double-precision floating-point matrix with 4 columns and 3 rows pub type dmat4x4 = Mat4; /// same as a `dmat4` // // Wrappers to make working with static functions cleaner // // For example: let m = dmat::identity(); // as opposed to: let m: dmat4 = NumericMatrix_NxN::identity(); // pub impl mat2 { #[inline(always)] static pure fn identity() -> mat2 { NumericMatrix_NxN::identity() } #[inline(always)] static pure fn zero() -> mat2 { NumericMatrix::zero() } } pub impl mat3 { #[inline(always)] static pure fn identity() -> mat3 { NumericMatrix_NxN::identity() } #[inline(always)] static pure fn zero() -> mat3 { NumericMatrix::zero() } } pub impl mat4 { #[inline(always)] static pure fn identity() -> mat4 { NumericMatrix_NxN::identity() } #[inline(always)] static pure fn zero() -> mat4 { NumericMatrix::zero() } } pub impl dmat2 { #[inline(always)] static pure fn identity() -> dmat2 { NumericMatrix_NxN::identity() } #[inline(always)] static pure fn zero() -> dmat2 { NumericMatrix::zero() } } pub impl dmat3 { #[inline(always)] static pure fn identity() -> dmat3 { NumericMatrix_NxN::identity() } #[inline(always)] static pure fn zero() -> dmat3 { NumericMatrix::zero() } } pub impl dmat4 { #[inline(always)] static pure fn identity() -> dmat4 { NumericMatrix_NxN::identity() } #[inline(always)] static pure fn zero() -> dmat4 { NumericMatrix::zero() } } // Quaternion types // These quaternion type aliases are not actually specified in the GLSL spec // but they follow the same nomenclature pub type quat4 = Quat; /// a single-precision floating-point quaternion pub type dquat4 = Quat; /// a double-precision floating-point quaternion // prevents "error: expected item" priv fn hack() {}