use core::cast::transmute; use core::sys::size_of; use core::vec::raw::buf_as_slice; use std::cmp::{FuzzyEq, FUZZY_EPSILON}; use numeric::*; use numeric::number::Number; use numeric::number::Number::{zero,one}; use vec::{ Vector, Vector4, NumericVector, NumericVector4, EuclideanVector, EquableVector, OrdinalVector, BooleanVector, }; /** * A 4-dimensional vector * * # Type parameters * * * `T` - The type of the components. This is intended to support boolean, * integer, unsigned integer, and floating point types. * * # Fields * * * `x` - the first component of the vector * * `y` - the second component of the vector * * `z` - the third component of the vector * * `w` - the fourth component of the vector */ #[deriving(Eq)] pub struct Vec4 { x: T, y: T, z: T, w: T } impl Vector for Vec4 { #[inline(always)] fn from_value(value: T) -> Vec4 { Vector4::new(value, value, value, value) } #[inline(always)] fn to_ptr(&self) -> *T { unsafe { transmute(self) } } #[inline(always)] fn index_mut(&mut self, i: uint) -> &'self mut T { match i { 0 => &mut self.x, 1 => &mut self.y, 2 => &mut self.z, 3 => &mut self.w, _ => fail!(fmt!("index out of bounds: expected an index from 0 to 3, but found %u", i)) } } #[inline(always)] fn swap(&mut self, a: uint, b: uint) { *self.index_mut(a) <-> *self.index_mut(b); } } impl Vector4 for Vec4 { #[inline(always)] fn new(x: T, y: T, z: T, w: T) -> Vec4 { Vec4 { x: x, y: y, z: z, w: w } } } impl Index for Vec4 { #[inline(always)] fn index(&self, i: &uint) -> T { unsafe { do buf_as_slice(self.to_ptr(), 4) |slice| { slice[*i] } } } } impl + Sub + Mul + Div + Neg> NumericVector for Vec4 { #[inline(always)] fn identity() -> Vec4 { Vector4::new(one::(), one::(), one::(), one::()) } #[inline(always)] fn zero() -> Vec4 { Vector4::new(zero::(), zero::(), zero::(), zero::()) } #[inline(always)] fn is_zero(&self) -> bool { self[0] == zero() && self[1] == zero() && self[2] == zero() && self[3] == zero() } #[inline(always)] fn mul_t(&self, value: T) -> Vec4 { Vector4::new(self[0] * value, self[1] * value, self[2] * value, self[3] * value) } #[inline(always)] fn div_t(&self, value: T) -> Vec4 { Vector4::new(self[0] / value, self[1] / value, self[2] / value, self[3] / value) } #[inline(always)] fn add_v(&self, other: &Vec4) -> Vec4 { Vector4::new(self[0] + other[0], self[1] + other[1], self[2] + other[2], self[3] + other[3]) } #[inline(always)] fn sub_v(&self, other: &Vec4) -> Vec4 { Vector4::new(self[0] - other[0], self[1] - other[1], self[2] - other[2], self[3] - other[3]) } #[inline(always)] fn mul_v(&self, other: &Vec4) -> Vec4 { Vector4::new(self[0] * other[0], self[1] * other[1], self[2] * other[2], self[3] * other[3]) } #[inline(always)] fn div_v(&self, other: &Vec4) -> Vec4 { Vector4::new(self[0] / other[0], self[1] / other[1], self[2] / other[2], self[3] / other[3]) } #[inline(always)] fn dot(&self, other: &Vec4) -> T { self[0] * other[0] + self[1] * other[1] + self[2] * other[2] + self[3] * other[3] } #[inline(always)] fn neg_self(&mut self) { *self.index_mut(0) = -*self.index_mut(0); *self.index_mut(1) = -*self.index_mut(1); *self.index_mut(2) = -*self.index_mut(2); *self.index_mut(3) = -*self.index_mut(3); } #[inline(always)] fn mul_self_t(&mut self, value: T) { *self.index_mut(0) *= value; *self.index_mut(1) *= value; *self.index_mut(2) *= value; *self.index_mut(3) *= value; } #[inline(always)] fn div_self_t(&mut self, value: T) { *self.index_mut(0) /= value; *self.index_mut(1) /= value; *self.index_mut(2) /= value; *self.index_mut(3) /= value; } #[inline(always)] fn add_self_v(&mut self, other: &Vec4) { *self.index_mut(0) += other[0]; *self.index_mut(1) += other[1]; *self.index_mut(2) += other[2]; *self.index_mut(3) += other[3]; } #[inline(always)] fn sub_self_v(&mut self, other: &Vec4) { *self.index_mut(0) -= other[0]; *self.index_mut(1) -= other[1]; *self.index_mut(2) -= other[2]; *self.index_mut(3) -= other[3]; } #[inline(always)] fn mul_self_v(&mut self, other: &Vec4) { *self.index_mut(0) *= other[0]; *self.index_mut(1) *= other[1]; *self.index_mut(2) *= other[2]; *self.index_mut(3) *= other[3]; } #[inline(always)] fn div_self_v(&mut self, other: &Vec4) { *self.index_mut(0) /= other[0]; *self.index_mut(1) /= other[1]; *self.index_mut(2) /= other[2]; *self.index_mut(3) /= other[3]; } } impl + Sub + Mul + Div + Neg> Neg> for Vec4 { #[inline(always)] fn neg(&self) -> Vec4 { Vector4::new(-self[0], -self[1], -self[2], -self[3]) } } impl NumericVector4 for Vec4 { #[inline(always)] fn unit_x() -> Vec4 { Vector4::new(one::(), zero::(), zero::(), zero::()) } #[inline(always)] fn unit_y() -> Vec4 { Vector4::new(zero::(), one::(), zero::(), zero::()) } #[inline(always)] fn unit_z() -> Vec4 { Vector4::new(zero::(), zero::(), one::(), zero::()) } #[inline(always)] fn unit_w() -> Vec4 { Vector4::new(zero::(), zero::(), zero::(), one::()) } } impl + Sub + Mul + Div + Neg> EuclideanVector for Vec4 { #[inline(always)] fn length2(&self) -> T { self.dot(self) } #[inline(always)] fn length(&self) -> T { self.length2().sqrt() } #[inline(always)] fn distance2(&self, other: &Vec4) -> T { other.sub_v(self).length2() } #[inline(always)] fn distance(&self, other: &Vec4) -> T { other.distance2(self).sqrt() } #[inline(always)] fn angle(&self, other: &Vec4) -> T { acos(self.dot(other) / (self.length() * other.length())) } #[inline(always)] fn normalize(&self) -> Vec4 { self.mul_t(one::()/self.length()) } #[inline(always)] fn normalize_to(&self, length: T) -> Vec4 { self.mul_t(length / self.length()) } #[inline(always)] fn lerp(&self, other: &Vec4, amount: T) -> Vec4 { self.add_v(&other.sub_v(self).mul_t(amount)) } #[inline(always)] fn normalize_self(&mut self) { let n = one::() / self.length(); self.mul_self_t(n); } #[inline(always)] fn normalize_self_to(&mut self, length: T) { let n = length / self.length(); self.mul_self_t(n); } fn lerp_self(&mut self, other: &Vec4, amount: T) { let v = other.sub_v(self).mul_t(amount); self.add_self_v(&v); } } impl> FuzzyEq for Vec4 { #[inline(always)] fn fuzzy_eq(&self, other: &Vec4) -> bool { self.fuzzy_eq_eps(other, &Number::from(FUZZY_EPSILON)) } #[inline(always)] fn fuzzy_eq_eps(&self, other: &Vec4, epsilon: &T) -> bool { self[0].fuzzy_eq_eps(&other[0], epsilon) && self[1].fuzzy_eq_eps(&other[1], epsilon) && self[2].fuzzy_eq_eps(&other[2], epsilon) && self[3].fuzzy_eq_eps(&other[3], epsilon) } } impl OrdinalVector> for Vec4 { #[inline(always)] fn less_than(&self, other: &Vec4) -> Vec4 { Vector4::new(self[0] < other[0], self[1] < other[1], self[2] < other[2], self[3] < other[3]) } #[inline(always)] fn less_than_equal(&self, other: &Vec4) -> Vec4 { Vector4::new(self[0] <= other[0], self[1] <= other[1], self[2] <= other[2], self[3] <= other[3]) } #[inline(always)] fn greater_than(&self, other: &Vec4) -> Vec4 { Vector4::new(self[0] > other[0], self[1] > other[1], self[2] > other[2], self[3] > other[3]) } #[inline(always)] fn greater_than_equal(&self, other: &Vec4) -> Vec4 { Vector4::new(self[0] >= other[0], self[1] >= other[1], self[2] >= other[2], self[3] >= other[3]) } } impl EquableVector> for Vec4 { #[inline(always)] fn equal(&self, other: &Vec4) -> Vec4 { Vector4::new(self[0] == other[0], self[1] == other[1], self[2] == other[2], self[3] == other[3]) } #[inline(always)] fn not_equal(&self, other: &Vec4) -> Vec4 { Vector4::new(self[0] != other[0], self[1] != other[1], self[2] != other[2], self[3] != other[3]) } } impl BooleanVector for Vec4 { #[inline(always)] fn any(&self) -> bool { self[0] || self[1] || self[2] || self[3] } #[inline(always)] fn all(&self) -> bool { self[0] && self[1] && self[2] && self[3] } #[inline(always)] fn not(&self) -> Vec4 { Vector4::new(!self[0], !self[1], !self[2], !self[3]) } } // GLSL-style type aliases, corresponding to Section 4.1.5 of the [GLSL 4.30.6 specification] // (http://www.opengl.org/registry/doc/GLSLangSpec.4.30.6.pdf). // a four-component single-precision floating-point vector pub type vec4 = Vec4; // a four-component double-precision floating-point vector pub type dvec4 = Vec4; // a four-component Boolean vector pub type bvec4 = Vec4; // a four-component signed integer vector pub type ivec4 = Vec4; // a four-component unsigned integer vector pub type uvec4 = Vec4; // Static method wrappers for GLSL-style types pub impl vec4 { #[inline(always)] fn new(x: f32, y: f32, z: f32, w: f32) -> vec4 { Vector4::new(x, y, z, w) } #[inline(always)] fn from_value(v: f32) -> vec4 { Vector::from_value(v) } #[inline(always)] fn identity() -> vec4 { NumericVector::identity() } #[inline(always)] fn zero() -> vec4 { NumericVector::zero() } #[inline(always)] fn unit_x() -> vec4 { NumericVector4::unit_x() } #[inline(always)] fn unit_y() -> vec4 { NumericVector4::unit_y() } #[inline(always)] fn unit_z() -> vec4 { NumericVector4::unit_z() } #[inline(always)] fn unit_w() -> vec4 { NumericVector4::unit_w() } #[inline(always)] fn dim() -> uint { 4 } #[inline(always)] fn size_of() -> uint { size_of::() } } pub impl dvec4 { #[inline(always)] fn new(x: f64, y: f64, z: f64, w: f64) -> dvec4 { Vector4::new(x, y, z, w) } #[inline(always)] fn from_value(v: f64) -> dvec4 { Vector::from_value(v) } #[inline(always)] fn identity() -> dvec4 { NumericVector::identity() } #[inline(always)] fn zero() -> dvec4 { NumericVector::zero() } #[inline(always)] fn unit_x() -> dvec4 { NumericVector4::unit_x() } #[inline(always)] fn unit_y() -> dvec4 { NumericVector4::unit_y() } #[inline(always)] fn unit_z() -> dvec4 { NumericVector4::unit_z() } #[inline(always)] fn unit_w() -> dvec4 { NumericVector4::unit_w() } #[inline(always)] fn dim() -> uint { 4 } #[inline(always)] fn size_of() -> uint { size_of::() } } pub impl bvec4 { #[inline(always)] fn new(x: bool, y: bool, z: bool, w: bool) -> bvec4 { Vector4::new(x, y, z, w) } #[inline(always)] fn from_value(v: bool) -> bvec4 { Vector::from_value(v) } #[inline(always)] fn dim() -> uint { 4 } #[inline(always)] fn size_of() -> uint { size_of::() } } pub impl ivec4 { #[inline(always)] fn new(x: i32, y: i32, z: i32, w: i32) -> ivec4 { Vector4::new(x, y, z, w) } #[inline(always)] fn from_value(v: i32) -> ivec4 { Vector::from_value(v) } #[inline(always)] fn identity() -> ivec4 { NumericVector::identity() } #[inline(always)] fn zero() -> ivec4 { NumericVector::zero() } #[inline(always)] fn unit_x() -> ivec4 { NumericVector4::unit_x() } #[inline(always)] fn unit_y() -> ivec4 { NumericVector4::unit_y() } #[inline(always)] fn unit_z() -> ivec4 { NumericVector4::unit_z() } #[inline(always)] fn unit_w() -> ivec4 { NumericVector4::unit_w() } #[inline(always)] fn dim() -> uint { 4 } #[inline(always)] fn size_of() -> uint { size_of::() } } pub impl uvec4 { #[inline(always)] fn new(x: u32, y: u32, z: u32, w: u32) -> uvec4 { Vector4::new(x, y, z, w) } #[inline(always)] fn from_value(v: u32) -> uvec4 { Vector::from_value(v) } #[inline(always)] fn identity() -> uvec4 { NumericVector::identity() } #[inline(always)] fn zero() -> uvec4 { NumericVector::zero() } #[inline(always)] fn unit_x() -> uvec4 { NumericVector4::unit_x() } #[inline(always)] fn unit_y() -> uvec4 { NumericVector4::unit_y() } #[inline(always)] fn unit_z() -> uvec4 { NumericVector4::unit_z() } #[inline(always)] fn unit_w() -> uvec4 { NumericVector4::unit_w() } #[inline(always)] fn dim() -> uint { 4 } #[inline(always)] fn size_of() -> uint { size_of::() } }