/** * Angle and Trigonometry Functions * * This module corresponds to Section 8.1 of the [GLSL 4.30.6 specification] * (http://www.opengl.org/registry/doc/GLSLangSpec.4.30.6.pdf). */ use angle::Radians; use num::conv::cast; use num::types::Number; use vec::{Vec3, Vec2, Vec4}; /** * Triganomic functions * * http://en.wikipedia.org/wiki/Trigonometric_functions */ priv trait Trig { pure fn sin(&self) -> T; pure fn cos(&self) -> T; pure fn tan(&self) -> T; } #[inline(always)] pub pure fn sin, R>(theta: &T) -> R { theta.sin() } #[inline(always)] pub pure fn cos, R>(theta: &T) -> R { theta.cos() } #[inline(always)] pub pure fn tan, R>(theta: &T) -> R { theta.tan() } priv impl Radians: Trig { #[inline(always)] pure fn sin(&self) -> T { cast(f64::sin(cast(**self))) } #[inline(always)] pure fn cos(&self) -> T { cast(f64::cos(cast(**self))) } #[inline(always)] pure fn tan(&self) -> T { cast(f64::tan(cast(**self))) } } pub impl Vec2>: Trig> { #[inline(always)] pure fn sin(&self) -> Vec2 { Vec2::new(sin(&self[0]), sin(&self[1])) } #[inline(always)] pure fn cos(&self) -> Vec2 { Vec2::new(cos(&self[0]), cos(&self[1])) } #[inline(always)] pure fn tan(&self) -> Vec2 { Vec2::new(tan(&self[0]), tan(&self[1])) } } pub impl Vec3>: Trig> { #[inline(always)] pure fn sin(&self) -> Vec3 { Vec3::new(sin(&self[0]), sin(&self[1]), sin(&self[2])) } #[inline(always)] pure fn cos(&self) -> Vec3 { Vec3::new(cos(&self[0]), cos(&self[1]), cos(&self[2])) } #[inline(always)] pure fn tan(&self) -> Vec3 { Vec3::new(tan(&self[0]), tan(&self[1]), tan(&self[2])) } } pub impl Vec4>: Trig> { #[inline(always)] pure fn sin(&self) -> Vec4 { Vec4::new(sin(&self[0]), sin(&self[1]), sin(&self[2]), sin(&self[3])) } #[inline(always)] pure fn cos(&self) -> Vec4 { Vec4::new(cos(&self[0]), cos(&self[1]), cos(&self[2]), cos(&self[3])) } #[inline(always)] pure fn tan(&self) -> Vec4 { Vec4::new(tan(&self[0]), tan(&self[1]), tan(&self[2]), tan(&self[3])) } } /** * Inverse triganomic functions * * http://en.wikipedia.org/wiki/Inverse_trigonometric_functions */ pub trait InvTrig { pure fn asin(&self) -> Radians; pure fn acos(&self) -> Radians; pure fn atan(&self) -> Radians; } #[inline(always)] pub pure fn asin(x: &T) -> Radians { x.asin() } #[inline(always)] pub pure fn acos(x: &T) -> Radians { x.acos() } #[inline(always)] pub pure fn atan(x: &T) -> Radians { x.atan() } pub impl f32: InvTrig { #[inline(always)] pure fn asin(&self) -> Radians { Radians(f32::asin(*self)) } #[inline(always)] pure fn acos(&self) -> Radians { Radians(f32::acos(*self)) } #[inline(always)] pure fn atan(&self) -> Radians { Radians(f32::atan(*self)) } } pub impl f64: InvTrig { #[inline(always)] pure fn asin(&self) -> Radians { Radians(f64::asin(*self)) } #[inline(always)] pure fn acos(&self) -> Radians { Radians(f64::acos(*self)) } #[inline(always)] pure fn atan(&self) -> Radians { Radians(f64::atan(*self)) } } pub impl float: InvTrig { #[inline(always)] pure fn asin(&self) -> Radians { Radians(f64::asin(*self as f64) as float) } #[inline(always)] pure fn acos(&self) -> Radians { Radians(f64::acos(*self as f64) as float) } #[inline(always)] pure fn atan(&self) -> Radians { Radians(f64::atan(*self as f64) as float) } } // TODO: figure out how to merge with InvTrig pub trait InvTrigV { pure fn asin(&self) -> T; pure fn acos(&self) -> T; pure fn atan(&self) -> T; } pub impl Vec2: InvTrigV>> { #[inline(always)] pure fn asin(&self) -> Vec2> { Vec2::new(asin(&self[0]), asin(&self[1])) } #[inline(always)] pure fn acos(&self) -> Vec2> { Vec2::new(acos(&self[0]), acos(&self[1])) } #[inline(always)] pure fn atan(&self) -> Vec2> { Vec2::new(atan(&self[0]), atan(&self[1])) } } pub impl Vec3: InvTrigV>> { #[inline(always)] pure fn asin(&self) -> Vec3> { Vec3::new(asin(&self[0]), asin(&self[1]), asin(&self[2])) } #[inline(always)] pure fn acos(&self) -> Vec3> { Vec3::new(acos(&self[0]), acos(&self[1]), acos(&self[2])) } #[inline(always)] pure fn atan(&self) -> Vec3> { Vec3::new(atan(&self[0]), atan(&self[1]), atan(&self[2])) } } pub impl Vec4: InvTrigV>> { #[inline(always)] pure fn asin(&self) -> Vec4> { Vec4::new(asin(&self[0]), asin(&self[1]), asin(&self[2]), asin(&self[3])) } #[inline(always)] pure fn acos(&self) -> Vec4> { Vec4::new(acos(&self[0]), acos(&self[1]), acos(&self[2]), acos(&self[3])) } #[inline(always)] pure fn atan(&self) -> Vec4> { Vec4::new(atan(&self[0]), atan(&self[1]), atan(&self[2]), atan(&self[3])) } } /** * Hyperbolic functions * * http://en.wikipedia.org/wiki/Hyperbolic_function */ pub trait Hyp { pure fn sinh(&self) -> self; pure fn cosh(&self) -> self; pure fn tanh(&self) -> self; // pure fn asinh() -> self; // pure fn acosh() -> self; // pure fn atanh() -> self; } #[inline(always)] pub pure fn sinh(x: &T) -> T { x.sinh() } #[inline(always)] pub pure fn cosh(x: &T) -> T { x.cosh() } #[inline(always)] pub pure fn tanh(x: &T) -> T { x.tanh() } pub impl f32: Hyp { #[inline(always)] pure fn sinh(&self) -> f32 { f32::sinh(*self) } #[inline(always)] pure fn cosh(&self) -> f32 { f32::cosh(*self) } #[inline(always)] pure fn tanh(&self) -> f32 { f32::tanh(*self) } } pub impl f64: Hyp { #[inline(always)] pure fn sinh(&self) -> f64 { f64::sinh(*self) } #[inline(always)] pure fn cosh(&self) -> f64 { f64::cosh(*self) } #[inline(always)] pure fn tanh(&self) -> f64 { f64::tanh(*self) } } pub impl float: Hyp { #[inline(always)] pure fn sinh(&self) -> float { f64::sinh(*self as f64) as float } #[inline(always)] pure fn cosh(&self) -> float { f64::cosh(*self as f64) as float } #[inline(always)] pure fn tanh(&self) -> float { f64::tanh(*self as f64) as float } } pub impl Vec2: Hyp { #[inline(always)] pure fn sinh(&self) -> Vec2 { Vec2::new(sinh(&self[0]), sinh(&self[1])) } #[inline(always)] pure fn cosh(&self) -> Vec2 { Vec2::new(cosh(&self[0]), cosh(&self[1])) } #[inline(always)] pure fn tanh(&self) -> Vec2 { Vec2::new(tanh(&self[0]), tanh(&self[1])) } } pub impl Vec3: Hyp { #[inline(always)] pure fn sinh(&self) -> Vec3 { Vec3::new(sinh(&self[0]), sinh(&self[1]), sinh(&self[2])) } #[inline(always)] pure fn cosh(&self) -> Vec3 { Vec3::new(cosh(&self[0]), cosh(&self[1]), cosh(&self[2])) } #[inline(always)] pure fn tanh(&self) -> Vec3 { Vec3::new(tanh(&self[0]), tanh(&self[1]), tanh(&self[2])) } } pub impl Vec4: Hyp { #[inline(always)] pure fn sinh(&self) -> Vec4 { Vec4::new(sinh(&self[0]), sinh(&self[1]), sinh(&self[2]), sinh(&self[3])) } #[inline(always)] pure fn cosh(&self) -> Vec4 { Vec4::new(cosh(&self[0]), cosh(&self[1]), cosh(&self[2]), cosh(&self[3])) } #[inline(always)] pure fn tanh(&self) -> Vec4 { Vec4::new(tanh(&self[0]), tanh(&self[1]), tanh(&self[2]), tanh(&self[3])) } }