import std::cmp::FuzzyEq; import cmp::Ord; import num::Num; import float::{sqrt, abs, fmin, fmax}; import to_str::ToStr; // TODO: Unittests! I've probably made lots of mistakes... // // N-dimensional Vector // trait Vector { pure fn dim() -> uint; pure fn index(&&index:uint) -> T; pure fn neg() -> self; pure fn add_f(&&value:T) -> self; pure fn sub_f(&&value:T) -> self; pure fn mul_f(&&value:T) -> self; pure fn div_f(&&value:T) -> self; pure fn add_v(&&other: self) -> self; pure fn sub_v(&&other: self) -> self; pure fn dot(&&other: self) -> T; pure fn exact_eq(&&other:self) -> bool; pure fn fuzzy_eq(&&other:self) -> bool; pure fn eq(&&other:self) -> bool; pure fn magnitude2() -> T; pure fn magnitude() -> T; pure fn normalize() -> self; pure fn lerp(&&other:self, &&value:T) -> self; pure fn abs() -> self; // pure fn min(&&other:self) -> self; // pure fn max(&&other:self) -> self; } // // 2-Dimensional Vector // trait Vector2 { // This is where I wish rust had properties ;) pure fn x() -> T; pure fn y() -> T; } // // 3-Dimensional Vector // trait Vector3 { pure fn x() -> T; pure fn y() -> T; pure fn z() -> T; fn cross(&&other:self) -> self; } // // 4-Dimensional Vector // trait Vector4 { pure fn x() -> T; pure fn y() -> T; pure fn z() -> T; pure fn w() -> T; } // // Vec2 struct definition // struct vec2 { data:[float * 2] } // // Vec2 Constructor // #[inline(always)] pure fn vec2(x:float, y:float) -> vec2 { vec2 { data: [ x, y ] } } // // Constants // #[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 { #[inline(always)] pure fn x() -> float { self.data[0] } #[inline(always)] pure fn y() -> float { self.data[1] } } // // Vector Implementation // impl vec2: Vector { #[inline(always)] pure fn dim() -> uint { 2 } #[inline(always)] pure fn index(&&i: uint) -> float { self.data[i] } #[inline(always)] pure fn neg() -> vec2 { vec2(-self[0], -self[1]) } #[inline(always)] pure fn add_f(&&value:float) -> vec2 { vec2(self[0] + value, self[1] + value) } #[inline(always)] pure fn sub_f(&&value:float) -> vec2 { vec2(self[0] - value, self[1] - value) } #[inline(always)] pure fn mul_f(&&value:float) -> vec2 { vec2(self[0] * value, self[1] * value) } #[inline(always)] pure fn div_f(&&value:float) -> vec2 { vec2(self[0] / value, self[1] / value) } #[inline(always)] pure fn add_v(&&other: vec2) -> vec2{ vec2(self[0] + other[0], self[1] + other[1]) } #[inline(always)] pure fn sub_v(&&other: vec2) -> vec2{ vec2(self[0] - other[0], self[1] - other[1]) } #[inline(always)] pure fn dot(&&other: vec2) -> float { self[0] * other[0] + self[1] * other[1] } #[inline(always)] pure fn exact_eq(&&other:vec2) -> bool { self[0] == other[0] && self[1] == other[1] } #[inline(always)] pure fn fuzzy_eq(&&other: vec2) -> bool { self[0].fuzzy_eq(&other[0]) && self[1].fuzzy_eq(&other[1]) } #[inline(always)] pure fn eq(&&other:vec2) -> bool { self.fuzzy_eq(other) } #[inline(always)] pure fn magnitude2() -> float { self[0] * self[0] + self[1] * self[1] } #[inline(always)] pure fn magnitude() -> float { sqrt(self.magnitude2()) } #[inline(always)] pure fn normalize() -> vec2 { let n = 1f / self.magnitude(); return self.mul_f(n); } #[inline(always)] pure fn lerp(&&other:vec2, &&value:float) -> vec2 { self.add_v((other.sub_v(self)).mul_f(value)) } #[inline(always)] pure fn abs() -> vec2 { vec2(abs(self[0]), abs(self[1])) } // #[inline(always)] // pure fn min(&&other:vec2) -> vec2 { // vec2(fmin(self[0], other[0]), // fmin(self[1], other[1])) // } // #[inline(always)] // pure fn max(&&other:vec2) -> vec2 { // vec2(fmin(self[0], other[0]), // fmin(self[1], other[1])) // } } // // Convert To String // impl vec2: ToStr { fn to_str() -> ~str { fmt!("vec2[ %f, %f ]", self[0], self[1]) } } // // Vec3 struct definition // struct vec3 { data:[float * 3] } // // Constants // #[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 // #[inline(always)] pure fn vec3(x:float, y:float, z:float) -> vec3 { vec3 { data: [ x, y, z ] } } // // Vector3 Implementation // impl vec3: Vector3 { #[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 { vec3((self[1] * other[2]) - (self[2] * other[1]), (self[2] * other[0]) - (self[0] * other[2]), (self[0] * other[1]) - (self[1] * other[0])) } } // // Vector Implementation // impl vec3: Vector { #[inline(always)] pure fn dim() -> uint { 3 } #[inline(always)] pure fn index(&&i: uint) -> float { self.data[i] } #[inline(always)] pure fn neg() -> vec3 { vec3(-self[0], -self[1], -self[2]) } #[inline(always)] pure fn add_f(&&value:float) -> vec3 { vec3(self[0] + value, self[1] + value, self[2] + value) } #[inline(always)] pure fn sub_f(&&value:float) -> vec3 { vec3(self[0] - value, self[1] - value, self[2] - value) } #[inline(always)] pure fn mul_f(&&value:float) -> vec3 { vec3(self[0] * value, self[1] * value, self[2] * value) } #[inline(always)] pure fn div_f(&&value:float) -> vec3 { vec3(self[0] / value, self[1] / value, self[2] / value) } #[inline(always)] pure fn add_v(&&other: vec3) -> vec3{ vec3(self[0] + other[0], self[1] + other[1], self[2] + other[2]) } #[inline(always)] pure fn sub_v(&&other: vec3) -> vec3{ vec3(self[0] - other[0], self[1] - other[1], self[2] - other[2]) } #[inline(always)] pure fn dot(&&other: vec3) -> float { self[0] * other[0] + self[1] * other[1] + self[2] * other[2] } #[inline(always)] pure fn exact_eq(&&other:vec3) -> bool { self[0] == other[0] && self[1] == other[1] && self[2] == other[2] } #[inline(always)] pure fn fuzzy_eq(&&other: vec3) -> bool { self[0].fuzzy_eq(&other[0]) && self[1].fuzzy_eq(&other[1]) && self[2].fuzzy_eq(&other[2]) } #[inline(always)] pure fn eq(&&other:vec3) -> bool { self.fuzzy_eq(other) } #[inline(always)] pure fn magnitude2() -> float { self[0] * self[0] + self[1] * self[1] + self[2] * self[2] } #[inline(always)] pure fn magnitude() -> float { sqrt(self.magnitude2()) } #[inline(always)] pure fn normalize() -> vec3 { let n = 1f / self.magnitude(); return self.mul_f(n); } #[inline(always)] pure fn lerp(&&other:vec3, &&value:float) -> vec3 { self.add_v((other.sub_v(self)).mul_f(value)) } #[inline(always)] pure fn abs() -> vec3 { vec3(abs(self[0]), abs(self[1]), abs(self[2])) } // #[inline(always)] // pure fn min(&&other:vec3) -> vec3 { // vec3(fmin(self[0], other[0]), // fmin(self[1], other[1]), // fmin(self[2], other[2])) // } // #[inline(always)] // pure fn max(&&other:vec3) -> vec3 { // vec3(fmin(self[0], other[0]), // fmin(self[1], other[1]), // fmin(self[2], other[2])) // } } // // Convert To String // impl vec3: ToStr { fn to_str() -> ~str { fmt!("vec3[ %f, %f, %f ]", self[0], self[1], self[2]) } } // // Vec4 struct definition // struct vec4 { data:[float * 4] } // // Constants // #[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 // #[inline(always)] pure fn vec4(x:float, y:float, z:float, w:float) -> vec4 { vec4 { data: [ x, y, z, w ] } } // // Vector4 Implementation // impl vec4: Vector4 { #[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] } } // // Vector Implementation // impl vec4: Vector { #[inline(always)] pure fn dim() -> uint { 4 } #[inline(always)] pure fn index(&&i: uint) -> float { self.data[i] } #[inline(always)] pure fn neg() -> vec4 { vec4(-self[0], -self[1], -self[2], -self[3]) } #[inline(always)] pure fn add_f(&&value:float) -> vec4 { vec4(self[0] + value, self[1] + value, self[2] + value, self[3] + value) } #[inline(always)] pure fn sub_f(&&value:float) -> vec4 { vec4(self[0] - value, self[1] - value, self[2] - value, self[3] - value) } #[inline(always)] pure fn mul_f(&&value:float) -> vec4 { vec4(self[0] * value, self[1] * value, self[2] * value, self[3] * value) } #[inline(always)] pure fn div_f(&&value:float) -> vec4 { vec4(self[0] / value, self[1] / value, self[2] / value, self[3] / value) } #[inline(always)] pure fn add_v(&&other: vec4) -> vec4{ vec4(self[0] + other[0], self[1] + other[1], self[2] + other[2], self[3] + other[3]) } #[inline(always)] pure fn sub_v(&&other: vec4) -> vec4{ vec4(self[0] - other[0], self[1] - other[1], self[2] - other[2], self[3] - other[3]) } #[inline(always)] pure fn dot(&&other:vec4) -> float { self[0] * other[0] + self[1] * other[1] + self[2] * other[2] + self[3] * other[3] } #[inline(always)] pure fn exact_eq(&&other:vec4) -> bool { self[0] == other[0] && self[1] == other[1] && self[2] == other[2] && self[3] == other[3] } #[inline(always)] pure fn fuzzy_eq(&&other: vec4) -> bool { self[0].fuzzy_eq(&other[0]) && self[1].fuzzy_eq(&other[1]) && self[2].fuzzy_eq(&other[2]) && self[3].fuzzy_eq(&other[3]) } #[inline(always)] pure fn eq(&&other:vec4) -> bool { self.fuzzy_eq(other) } #[inline(always)] pure fn magnitude2() -> float { self[0] * self[0] + self[1] * self[1] + self[2] * self[2] + self[3] * self[3] } #[inline(always)] pure fn magnitude() -> float { sqrt(self.magnitude2()) } #[inline(always)] pure fn normalize() -> vec4 { let n = 1f / self.magnitude(); return self.mul_f(n); } #[inline(always)] pure fn lerp(&&other:vec4, &&value:float) -> vec4 { self.add_v((other.sub_v(self)).mul_f(value)) } #[inline(always)] pure fn abs() -> vec4 { vec4(abs(self[0]), abs(self[1]), abs(self[2]), abs(self[3])) } // #[inline(always)] // pure fn min(&&other:vec4) -> vec4 { // vec4(fmin(self[0], other[0]), // fmin(self[1], other[1]), // fmin(self[2], other[2]), // fmin(self[3], other[3])) // } // #[inline(always)] // pure fn max(&&other:vec4) -> vec4 { // vec4(fmin(self[0], other[0]), // fmin(self[1], other[1]), // fmin(self[2], other[2]), // fmin(self[3], other[3])) // } } // // Convert To String // impl vec4: ToStr { fn to_str() -> ~str { fmt!("vec4[ %f, %f, %f, %f ]", self[0], self[1], self[2], self[3]) } }