use std::cmp::FuzzyEq; use cmp::Ord; use num::Num; use math::{Abs, min, max, Sqrt}; use to_str::ToStr; // // N-dimensional Vector // pub trait Vector { static 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; static pure fn zero() -> self; static pure fn identity() -> self; } pub trait Vector2 { // static pure fn _new(x:float, y:float) -> self; // This is where I wish rust had properties ;) pure fn x() -> T; pure fn y() -> T; // static pure fn unit_x() -> self; // static pure fn unit_y() -> self; } pub trait Vector3 { // error: duplicate function definition // static pure fn _new(x:float, y:float, z:float) -> self; pure fn x() -> T; pure fn y() -> T; pure fn z() -> T; // static pure fn unit_x() -> self; // static pure fn unit_y() -> self; // static pure fn unit_z() -> self; fn cross(&&other:self) -> self; } pub trait Vector4 { // error: duplicate function definition // static pure fn _new(x:float, y:float, z:float, w:float) -> self; pure fn x() -> T; pure fn y() -> T; pure fn z() -> T; pure fn w() -> T; // static pure fn unit_x() -> self; // static pure fn unit_y() -> self; // static pure fn unit_z() -> self; // static pure fn unit_w() -> self; } // // Vec2 // pub struct Vec2 { data:[float * 2] } pub const vec2_zero :Vec2 = Vec2 { data: [ 0f, 0f ] }; pub const vec2_unit_x :Vec2 = Vec2 { data: [ 1f, 0f ] }; pub const vec2_unit_y :Vec2 = Vec2 { data: [ 0f, 1f ] }; pub const vec2_identity :Vec2 = Vec2 { data: [ 1f, 1f ] }; // // Constructor // #[inline] pub pure fn Vec2(x:float, y:float) -> Vec2 { Vec2 { data: [ x, y ] } } pub impl Vec2: Vector2 { // #[inline] // static pure fn _new(x:float, y:float) -> Vec2 { // Vec2 { data: [ x, y ] } // } #[inline] pure fn x() -> float { self.data[0] } #[inline] pure fn y() -> float { self.data[1] } // #[inline] static pure fn unit_x() -> Vec2 { Vec2(1f, 0f) } // #[inline] static pure fn unit_y() -> Vec2 { Vec2(0f, 1f) } // #[inline] static pure fn unit_z() -> Vec2 { Vec2(0f, 0f) } } pub impl Vec2: Vector { #[inline] static pure fn dim() -> uint { 2 } #[inline] pure fn index(&&i: uint) -> float { self.data[i] } #[inline] pure fn neg() -> Vec2 { Vec2(-self[0], -self[1]) } #[inline] pure fn add_f(&&value:float) -> Vec2 { Vec2(self[0] + value, self[1] + value) } #[inline] pure fn sub_f(&&value:float) -> Vec2 { Vec2(self[0] - value, self[1] - value) } #[inline] pure fn mul_f(&&value:float) -> Vec2 { Vec2(self[0] * value, self[1] * value) } #[inline] pure fn div_f(&&value:float) -> Vec2 { Vec2(self[0] / value, self[1] / value) } #[inline] pure fn add_v(&&other: Vec2) -> Vec2{ Vec2(self[0] + other[0], self[1] + other[1]) } #[inline] pure fn sub_v(&&other: Vec2) -> Vec2{ Vec2(self[0] - other[0], self[1] - other[1]) } #[inline] pure fn dot(&&other: Vec2) -> float { self[0] * other[0] + self[1] * other[1] } #[inline] pure fn exact_eq(&&other:Vec2) -> bool { self[0] == other[0] && self[1] == other[1] } #[inline] pure fn fuzzy_eq(&&other: Vec2) -> bool { self[0].fuzzy_eq(&other[0]) && self[1].fuzzy_eq(&other[1]) } #[inline] pure fn eq(&&other:Vec2) -> bool { self.fuzzy_eq(other) } #[inline] pure fn magnitude2() -> float { self[0] * self[0] + self[1] * self[1] } #[inline] pure fn magnitude() -> float { self.magnitude2().sqrt() } #[inline] pure fn normalize() -> Vec2 { let n = 1f / self.magnitude(); return self.mul_f(n); } #[inline] pure fn lerp(&&other:Vec2, &&value:float) -> Vec2 { self.add_v((other.sub_v(self)).mul_f(value)) } #[inline] pure fn abs() -> Vec2 { Vec2(self[0].abs(), self[1].abs()) } #[inline] pure fn min(&&other:Vec2) -> Vec2 { Vec2(min(self[0], other[0]), min(self[1], other[1])) } #[inline] pure fn max(&&other:Vec2) -> Vec2 { Vec2(max(self[0], other[0]), max(self[1], other[1])) } #[inline] static pure fn zero() -> Vec2 { Vec2(1f, 1f) } #[inline] static pure fn identity() -> Vec2 { Vec2(1f, 1f) } } pub impl Vec2: ToStr { fn to_str() -> ~str { fmt!("Vec2[ %f, %f ]", self[0], self[1]) } } // // Vec3 // pub struct Vec3 { data:[float * 3] } pub const vec3_zero :Vec3 = Vec3 { data: [ 0f, 0f, 0f ] }; pub const vec3_unit_x :Vec3 = Vec3 { data: [ 1f, 0f, 0f ] }; pub const vec3_unit_y :Vec3 = Vec3 { data: [ 0f, 1f, 0f ] }; pub const vec3_unit_z :Vec3 = Vec3 { data: [ 0f, 0f, 1f ] }; pub const vec3_identity :Vec3 = Vec3 { data: [ 1f, 1f, 1f ] }; // // Constructor // #[inline] pub pure fn Vec3(x:float, y:float, z:float) -> Vec3 { Vec3 { data: [ x, y, z ] } } pub impl Vec3: Vector3 { // #[inline] // static pure fn _new(x:float, y:float, z:float) -> Vec3 { // Vec2 { data: [ x, y, z ] } // } #[inline] pure fn x() -> float { self.data[0] } #[inline] pure fn y() -> float { self.data[1] } #[inline] pure fn z() -> float { self.data[2] } #[inline] 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])) } // #[inline] static pure fn unit_x() -> Vec3 { Vec3(1f, 0f, 0f) } // #[inline] static pure fn unit_y() -> Vec3 { Vec3(0f, 1f, 0f) } // #[inline] static pure fn unit_z() -> Vec3 { Vec3(0f, 0f, 1f) } } pub impl Vec3: Vector { #[inline] static pure fn dim() -> uint { 3 } #[inline] pure fn index(&&i: uint) -> float { self.data[i] } #[inline] pure fn neg() -> Vec3 { Vec3(-self[0], -self[1], -self[2]) } #[inline] pure fn add_f(&&value:float) -> Vec3 { Vec3(self[0] + value, self[1] + value, self[2] + value) } #[inline] pure fn sub_f(&&value:float) -> Vec3 { Vec3(self[0] - value, self[1] - value, self[2] - value) } #[inline] pure fn mul_f(&&value:float) -> Vec3 { Vec3(self[0] * value, self[1] * value, self[2] * value) } #[inline] pure fn div_f(&&value:float) -> Vec3 { Vec3(self[0] / value, self[1] / value, self[2] / value) } #[inline] pure fn add_v(&&other: Vec3) -> Vec3{ Vec3(self[0] + other[0], self[1] + other[1], self[2] + other[2]) } #[inline] pure fn sub_v(&&other: Vec3) -> Vec3{ Vec3(self[0] - other[0], self[1] - other[1], self[2] - other[2]) } #[inline] pure fn dot(&&other: Vec3) -> float { self[0] * other[0] + self[1] * other[1] + self[2] * other[2] } #[inline] pure fn exact_eq(&&other:Vec3) -> bool { self[0] == other[0] && self[1] == other[1] && self[2] == other[2] } #[inline] 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] pure fn eq(&&other:Vec3) -> bool { self.fuzzy_eq(other) } #[inline] pure fn magnitude2() -> float { self[0] * self[0] + self[1] * self[1] + self[2] * self[2] } #[inline] pure fn magnitude() -> float { self.magnitude2().sqrt() } #[inline] pure fn normalize() -> Vec3 { let n = 1f / self.magnitude(); return self.mul_f(n); } #[inline] pure fn lerp(&&other:Vec3, &&value:float) -> Vec3 { self.add_v((other.sub_v(self)).mul_f(value)) } #[inline] pure fn abs() -> Vec3 { Vec3(self[0].abs(), self[1].abs(), self[2].abs()) } #[inline] pure fn min(&&other:Vec3) -> Vec3 { Vec3(min(self[0], other[0]), min(self[1], other[1]), min(self[2], other[2])) } #[inline] pure fn max(&&other:Vec3) -> Vec3 { Vec3(max(self[0], other[0]), max(self[1], other[1]), max(self[2], other[2])) } #[inline] static pure fn zero() -> Vec3 { Vec3(1f, 1f, 1f) } #[inline] static pure fn identity() -> Vec3 { Vec3(1f, 1f, 1f) } } pub impl Vec3: ToStr { fn to_str() -> ~str { fmt!("Vec3[ %f, %f, %f ]", self[0], self[1], self[2]) } } // // Vec4 // pub struct Vec4 { data:[float * 4] } pub const vec4_zero :Vec4 = Vec4 { data: [ 0f, 0f, 0f, 0f ] }; pub const vec4_unit_x :Vec4 = Vec4 { data: [ 1f, 0f, 0f, 0f ] }; pub const vec4_unit_y :Vec4 = Vec4 { data: [ 0f, 1f, 0f, 0f ] }; pub const vec4_unit_z :Vec4 = Vec4 { data: [ 0f, 0f, 1f, 0f ] }; pub const vec4_unit_w :Vec4 = Vec4 { data: [ 0f, 0f, 0f, 1f ] }; pub const vec4_identity :Vec4 = Vec4 { data: [ 1f, 1f, 1f, 1f ] }; // // Constructor // #[inline] pub pure fn Vec4(x:float, y:float, z:float, w:float) -> Vec4 { Vec4 { data: [ x, y, z, w ] } } pub impl Vec4: Vector4 { // #[inline] // static pure fn _new(x:float, y:float, z:float, w:float) -> Vec3 { // Vec2 { data: [ x, y, z, w ] } // } #[inline] pure fn x() -> float { self.data[0] } #[inline] pure fn y() -> float { self.data[1] } #[inline] pure fn z() -> float { self.data[2] } #[inline] pure fn w() -> float { self.data[3] } // #[inline] static pure fn unit_x() -> Vec4 { Vec4(1f, 0f, 0f, 0f) } // #[inline] static pure fn unit_y() -> Vec4 { Vec4(0f, 1f, 0f, 0f) } // #[inline] static pure fn unit_z() -> Vec4 { Vec4(0f, 0f, 1f, 0f) } // #[inline] static pure fn unit_w() -> Vec4 { Vec4(0f, 0f, 0f, 1f) } } pub impl Vec4: Vector { #[inline] static pure fn dim() -> uint { 4 } #[inline] pure fn index(&&i: uint) -> float { self.data[i] } #[inline] pure fn neg() -> Vec4 { Vec4(-self[0], -self[1], -self[2], -self[3]) } #[inline] pure fn add_f(&&value:float) -> Vec4 { Vec4(self[0] + value, self[1] + value, self[2] + value, self[3] + value) } #[inline] pure fn sub_f(&&value:float) -> Vec4 { Vec4(self[0] - value, self[1] - value, self[2] - value, self[3] - value) } #[inline] pure fn mul_f(&&value:float) -> Vec4 { Vec4(self[0] * value, self[1] * value, self[2] * value, self[3] * value) } #[inline] pure fn div_f(&&value:float) -> Vec4 { Vec4(self[0] / value, self[1] / value, self[2] / value, self[3] / value) } #[inline] 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] 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] pure fn dot(&&other:Vec4) -> float { self[0] * other[0] + self[1] * other[1] + self[2] * other[2] + self[3] * other[3] } #[inline] pure fn exact_eq(&&other:Vec4) -> bool { self[0] == other[0] && self[1] == other[1] && self[2] == other[2] && self[3] == other[3] } #[inline] 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] pure fn eq(&&other:Vec4) -> bool { self.fuzzy_eq(other) } #[inline] pure fn magnitude2() -> float { self[0] * self[0] + self[1] * self[1] + self[2] * self[2] + self[3] * self[3] } #[inline] pure fn magnitude() -> float { self.magnitude2().sqrt() } #[inline] pure fn normalize() -> Vec4 { let n = 1f / self.magnitude(); return self.mul_f(n); } #[inline] pure fn lerp(&&other:Vec4, &&value:float) -> Vec4 { self.add_v((other.sub_v(self)).mul_f(value)) } #[inline] pure fn abs() -> Vec4 { Vec4(self[0].abs(), self[1].abs(), self[2].abs(), self[3].abs()) } #[inline] pure fn min(&&other:Vec4) -> Vec4 { Vec4(min(self[0], other[0]), min(self[1], other[1]), min(self[2], other[2]), min(self[3], other[3])) } #[inline] pure fn max(&&other:Vec4) -> Vec4 { Vec4(max(self[0], other[0]), max(self[1], other[1]), max(self[2], other[2]), max(self[3], other[3])) } #[inline] static pure fn zero() -> Vec4 { Vec4(1f, 1f, 1f, 1f) } #[inline] static pure fn identity() -> Vec4 { Vec4(1f, 1f, 1f, 1f) } } pub impl Vec4: ToStr { fn to_str() -> ~str { fmt!("Vec4[ %f, %f, %f, %f ]", self[0], self[1], self[2], self[3]) } }