use ncast::*; use vector::*; /** * Angle and Trigonometry Functions */ pub trait Trig { pure fn radians() -> self; pure fn degrees() -> self; pure fn sin() -> self; pure fn cos() -> self; pure fn tan() -> self; pure fn asin() -> self; pure fn acos() -> self; pure fn atan() -> self; pure fn sinh() -> self; pure fn cosh() -> self; pure fn tanh() -> self; } #[inline(always)] pub pure fn radians(degrees: &T) -> T { degrees.radians() } #[inline(always)] pub pure fn degrees(radians: &T) -> T { radians.degrees() } #[inline(always)] pub pure fn sin(angle: &T) -> T { angle.sin() } #[inline(always)] pub pure fn cos(angle: &T) -> T { angle.cos() } #[inline(always)] pub pure fn tan(angle: &T) -> T { angle.tan() } #[inline(always)] pub pure fn asin(x: &T) -> T { x.asin() } #[inline(always)] pub pure fn acos(x: &T) -> T { x.acos() } #[inline(always)] pub pure fn atan(x: &T) -> T { x.atan() } #[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: Trig { #[inline(always)] pure fn radians() -> f32 { self * (f32::consts::pi / 180f32) } #[inline(always)] pure fn degrees() -> f32 { self * (180f32 / f32::consts::pi) } #[inline(always)] pure fn sin() -> f32 { f32::sin(self) } #[inline(always)] pure fn cos() -> f32 { f32::cos(self) } #[inline(always)] pure fn tan() -> f32 { f32::tan(self) } #[inline(always)] pure fn asin() -> f32 { f32::asin(self) } #[inline(always)] pure fn acos() -> f32 { f32::acos(self) } #[inline(always)] pure fn atan() -> f32 { f32::atan(self) } #[inline(always)] pure fn sinh() -> f32 { f32::sinh(self) } #[inline(always)] pure fn cosh() -> f32 { f32::cosh(self) } #[inline(always)] pure fn tanh() -> f32 { f32::tanh(self) } } pub impl f64: Trig { #[inline(always)] pure fn radians() -> f64 { self * (f64::consts::pi / 180f64) } #[inline(always)] pure fn degrees() -> f64 { self * (180f64 / f64::consts::pi) } #[inline(always)] pure fn sin() -> f64 { f64::sin(self) } #[inline(always)] pure fn cos() -> f64 { f64::cos(self) } #[inline(always)] pure fn tan() -> f64 { f64::tan(self) } #[inline(always)] pure fn asin() -> f64 { f64::asin(self) } #[inline(always)] pure fn acos() -> f64 { f64::acos(self) } #[inline(always)] pure fn atan() -> f64 { f64::atan(self) } #[inline(always)] pure fn sinh() -> f64 { f64::sinh(self) } #[inline(always)] pure fn cosh() -> f64 { f64::cosh(self) } #[inline(always)] pure fn tanh() -> f64 { f64::tanh(self) } } pub impl float: Trig { #[inline(always)] pure fn radians() -> float { self * (float::consts::pi / 180f) } #[inline(always)] pure fn degrees() -> float { self * (180f / float::consts::pi) } #[inline(always)] pure fn sin() -> float { cast(float::sin(cast(self))) } #[inline(always)] pure fn cos() -> float { cast(float::cos(cast(self))) } #[inline(always)] pure fn tan() -> float { cast(float::tan(cast(self))) } #[inline(always)] pure fn asin() -> float { cast(float::asin(cast(self))) } #[inline(always)] pure fn acos() -> float { cast(float::acos(cast(self))) } #[inline(always)] pure fn atan() -> float { cast(float::atan(cast(self))) } #[inline(always)] pure fn sinh() -> float { cast(float::sinh(cast(self))) } #[inline(always)] pure fn cosh() -> float { cast(float::cosh(cast(self))) } #[inline(always)] pure fn tanh() -> float { cast(float::tanh(cast(self))) } } pub impl Vec2: Trig { #[inline(always)] pure fn radians() -> Vec2 { Vec2::new(radians(&self[0]), radians(&self[1])) } #[inline(always)] pure fn degrees() -> Vec2 { Vec2::new(degrees(&self[0]), degrees(&self[1])) } #[inline(always)] pure fn sin() -> Vec2 { Vec2::new(sin(&self[0]), sin(&self[1])) } #[inline(always)] pure fn cos() -> Vec2 { Vec2::new(cos(&self[0]), cos(&self[1])) } #[inline(always)] pure fn tan() -> Vec2 { Vec2::new(tan(&self[0]), tan(&self[1])) } #[inline(always)] pure fn asin() -> Vec2 { Vec2::new(asin(&self[0]), asin(&self[1])) } #[inline(always)] pure fn acos() -> Vec2 { Vec2::new(acos(&self[0]), acos(&self[1])) } #[inline(always)] pure fn atan() -> Vec2 { Vec2::new(atan(&self[0]), atan(&self[1])) } #[inline(always)] pure fn sinh() -> Vec2 { Vec2::new(sinh(&self[0]), sinh(&self[1])) } #[inline(always)] pure fn cosh() -> Vec2 { Vec2::new(cosh(&self[0]), cosh(&self[1])) } #[inline(always)] pure fn tanh() -> Vec2 { Vec2::new(tanh(&self[0]), tanh(&self[1])) } } pub impl Vec3: Trig { #[inline(always)] pure fn radians() -> Vec3 { Vec3::new(radians(&self[0]), radians(&self[1]), radians(&self[2])) } #[inline(always)] pure fn degrees() -> Vec3 { Vec3::new(degrees(&self[0]), degrees(&self[1]), degrees(&self[2])) } #[inline(always)] pure fn sin() -> Vec3 { Vec3::new(sin(&self[0]), sin(&self[1]), sin(&self[2])) } #[inline(always)] pure fn cos() -> Vec3 { Vec3::new(cos(&self[0]), cos(&self[1]), cos(&self[2])) } #[inline(always)] pure fn tan() -> Vec3 { Vec3::new(tan(&self[0]), tan(&self[1]), tan(&self[2])) } #[inline(always)] pure fn asin() -> Vec3 { Vec3::new(asin(&self[0]), asin(&self[1]), asin(&self[2])) } #[inline(always)] pure fn acos() -> Vec3 { Vec3::new(acos(&self[0]), acos(&self[1]), acos(&self[2])) } #[inline(always)] pure fn atan() -> Vec3 { Vec3::new(atan(&self[0]), atan(&self[1]), atan(&self[2])) } #[inline(always)] pure fn sinh() -> Vec3 { Vec3::new(sinh(&self[0]), sinh(&self[1]), sinh(&self[2])) } #[inline(always)] pure fn cosh() -> Vec3 { Vec3::new(cosh(&self[0]), cosh(&self[1]), cosh(&self[2])) } #[inline(always)] pure fn tanh() -> Vec3 { Vec3::new(tanh(&self[0]), tanh(&self[1]), tanh(&self[2])) } } pub impl Vec4: Trig { #[inline(always)] pure fn radians() -> Vec4 { Vec4::new(radians(&self[0]), radians(&self[1]), radians(&self[2]), radians(&self[3])) } #[inline(always)] pure fn degrees() -> Vec4 { Vec4::new(degrees(&self[0]), degrees(&self[1]), degrees(&self[2]), degrees(&self[3])) } #[inline(always)] pure fn sin() -> Vec4 { Vec4::new(sin(&self[0]), sin(&self[1]), sin(&self[2]), sin(&self[3])) } #[inline(always)] pure fn cos() -> Vec4 { Vec4::new(cos(&self[0]), cos(&self[1]), cos(&self[2]), cos(&self[3])) } #[inline(always)] pure fn tan() -> Vec4 { Vec4::new(tan(&self[0]), tan(&self[1]), tan(&self[2]), tan(&self[3])) } #[inline(always)] pure fn asin() -> Vec4 { Vec4::new(asin(&self[0]), asin(&self[1]), asin(&self[2]), asin(&self[3])) } #[inline(always)] pure fn acos() -> Vec4 { Vec4::new(acos(&self[0]), acos(&self[1]), acos(&self[2]), acos(&self[3])) } #[inline(always)] pure fn atan() -> Vec4 { Vec4::new(atan(&self[0]), atan(&self[1]), atan(&self[2]), atan(&self[3])) } #[inline(always)] pure fn sinh() -> Vec4 { Vec4::new(sinh(&self[0]), sinh(&self[1]), sinh(&self[2]), sinh(&self[3])) } #[inline(always)] pure fn cosh() -> Vec4 { Vec4::new(cosh(&self[0]), cosh(&self[1]), cosh(&self[2]), cosh(&self[3])) } #[inline(always)] pure fn tanh() -> Vec4 { Vec4::new(tanh(&self[0]), tanh(&self[1]), tanh(&self[2]), tanh(&self[3])) } }