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// // GLSL Mathematics for Rust. // // Copyright (c) 2015 The glm-rs authors. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. #![allow(unused_variables)] //! GLSL mathematics for Rust programming language. //! //! *glm-rs* is yet another Rust math library for graphics applications. //! Inspired by the great [GLM](glm.g-truc.net) library for C++, the goal is to //! provide a familiar math API to programmers who know GLSL as well. //! //! ## Differences to GLSL specification //! //! Like *GLM*, following GLSL conventions is a strict policy of *glm-rs* too. //! *glm* crate implements all GLSL data types, operators and //! built-in functions. However, Rust is not a C-like language, and the //! syntax/semantics distances from Rust to GLSL is way longer than from C++ to //! GLSL. //! This is the major reason of following feature and syntax differences to GLSL //! specification, //! //! - Precision qualifiers is not supported, //! - Half float type is not available, yet, //! - There is no vector swizzle operators. For example, you can't do this, //! //! ~~~ignore //! # use glm::*; //! let mut my_vec2 = my_vec4.wz; //! // and, //! my_vec2.yx = my_vec4.xx; //! ~~~ //! Part of swizzle operators can be done but must be in a very tedious way //! at the moment. //! The plan is to implemente accessing swizzle operators *after* Rust macro //! supports concatenating identifiers. //! - Because Rust does not support function name overloading, loads of //! convenient constructor functions can't be implemented. For example, //! you can't do this, //! //! ~~~ignore //! let v2 = vec2(1., 2.); //! // compile error: this function takes 3 parameters but 2 parameters were supplied [E0061] //! let v3 = vec3(v2, 3.); //! ~~~ //! This will be fixed in future version by introducing functions like //! ```no_run fn vec21(x: Vec2, y: f32) -> Vec3```, in which function names //! indicate the forms of result vectors. //! - Also because of lacking of function name overloading, following built-in //! functions are added, //! //! `atan2`, `mod_s`, `max_s`, `min_s`, `clamp_s`, `mix_s`, `mix_bool`, `step_s`, //! and `smoothstep_s`. //! //! The suffix `_s` stands for *scalar*, which means this is a variant of //! original function that some parameters are specific to be scalar, //! instead a generic type. //! //! See documentation of these functions for detail. //! - Most explicit conversion functions, like `vec2`, `dmat4x3` etc., do not //! work, for the same reason as above. //! This is rather inconvenient, and the plan is introducing functions like //! `to_vec2`, `to_dmat4x3` in future version. //! - No implicit conversion. //! - Explicit type conversion function `bool` is renamed to `boolean`. //! - Many explicit type conversion functions for vector types are introduced. //! In GLSL spec, these fucntions have the same name as vector type //! constructors, which is not allowed in Rust. The naming rule is to get a //! vector type conversion fucntion, adds a `to_` before the constructor //! function. For example, //! //! ~~~ //! # use glm::*; //! let v = to_vec2(1_f32); //! assert_eq!(v, vec2(1., 1.)); //! ~~~ //! - Lots of convertion functions are still missing (e.g., from matrices to //! vectors). These functions are syntax sugar actually, and will be fixed //! along with the constructor issue in future version. //! - GLSL uses out parameter for returning multiple results of functions. In //! Rust, we can do this by returning a tuple. Following functions' //! signatures are changed because of this, //! //! - `modf`, //! - `frexp`, //! - `uaddCarry`, //! - `usubBorrow`, //! - `umulExtended`, //! - `imulExtended` //! //! The rule of changing is the out parameter is the second member of the //! return tuple. //! - Function parameters of matrix related functions (e.g., `inverse`, //! `cross`) are passed by reference, instead of by value as in the GLSL spec. //! For example, //! //! ~~~ //! # use glm::*; //! let m = mat2(1., 2., 3., 4.); //! // instead of `inverse(m)`, //! let inv = inverse(&m); //! ~~~ //! - Built-in function `mod` is renamed to `fmod`, because **mod** is a Rust //! keyword. //! extern crate rand; extern crate num; extern crate quickcheck; pub use builtin::*; pub use basenum::{ Primitive, BaseNum, BaseInt, BaseFloat, SignedNum, ApproxEq, is_approx_eq, is_close_to }; pub use traits::{ GenNum, GenInt, GenFloat }; pub use vec::traits::{ GenVec, GenNumVec, GenFloatVec, GenBVec, }; pub use vec::vec::{ Vector2, Vector3, Vector4, BVec2, BVec3, BVec4, bvec2, bvec3, bvec4, IVec2, IVec3, IVec4, ivec2, ivec3, ivec4, UVec2, UVec3, UVec4, uvec2, uvec3, uvec4, Vec2, Vec3, Vec4, vec2, vec3, vec4, DVec2, DVec3, DVec4, dvec2, dvec3, dvec4, }; // pub use vec::swizzle::{ // Swizzle2, Swizzle3, Swizzle4, // }; pub use mat::traits::{ GenMat, GenSquareMat }; pub use mat::mat::{ Matrix2, Matrix3, Matrix4, Matrix3x2, Matrix4x2, Matrix2x3, Matrix4x3, Matrix2x4, Matrix3x4, Mat2, Mat3, Mat4, Mat3x2, Mat2x3, Mat4x2, Mat2x4, Mat4x3, Mat3x4, DMat2, DMat3, DMat4, DMat3x2, DMat2x3, DMat4x2, DMat2x4, DMat4x3, DMat3x4, }; pub use mat::ctor::{ mat2, mat3, mat4, mat3x2, mat2x3, mat4x2, mat2x4, mat4x3, mat3x4, dmat2, dmat3, dmat4, dmat3x2, dmat2x3, dmat4x2, dmat2x4, dmat4x3, dmat3x4, }; pub use cast::{ PrimCast, int, uint, float, double, boolean, to_ivec2, to_ivec3, to_ivec4, to_uvec2, to_uvec3, to_uvec4, to_vec2, to_vec3, to_vec4, to_dvec2, to_dvec3, to_dvec4, to_bvec2, to_bvec3, to_bvec4 }; #[macro_use] mod basenum; mod traits; mod vec { pub mod traits; pub mod vec; } mod mat { pub mod traits; pub mod mat; pub mod ctor; pub mod sqmat; } mod cast; pub mod builtin; pub mod ext;