matmath 1.4.1

Matrix and Vector Math with generic type elements
Documentation
/// Contains some things specific to game development
pub mod game;
/// The core matrix module
pub mod matrix;
mod matrix_helper;
/// constructors for some special matrices
pub mod special_matrices;
/// The core matrix module
pub mod vector;

pub use matrix::Matrix;
pub use vector::Vector;

#[cfg(test)]
mod tests {
    #![allow(unused_variables, dead_code)]

    use super::*;

    #[test]
    fn test_matrix() {
        let mut mat1 = Matrix::<u8>::identity(3);
        assert_eq!(
            mat1,
            Matrix::from_vec(3, 3, vec![1, 0, 0, 0, 1, 0, 0, 0, 1])
        );

        let r = mat1.set(2, 1, 2);
        assert_eq!(r, Ok(()));
        assert_eq!(mat1[(2, 1)], 2);

        let r = mat1.set(3, 4, 2);
        assert_eq!(r, Err("index out of bounds".to_string()));

        let mat2 = Matrix::<u8>::identity(3);
        let mat3 = Matrix::<u8>::build(2, 3, |r, c| if r == c { 1 } else { 0 });

        let mat4 = mat3 * mat2;
        assert_eq!(mat4, Matrix::from_vec(2, 3, vec![1, 0, 0, 0, 1, 0]));

        let mat5 = Matrix::<u8>::from_vec(3, 3, vec![0, 1, 2, 3, 4, 5, 6, 7, 8]);
        let sub11 = matrix_helper::det_sumbatrix(mat5, 0, 1);
        assert_eq!(sub11, Matrix::<u8>::from_vec(2, 2, vec![3, 5, 6, 8]));

        let mat6 = Matrix::<i8>::identity(2);
        assert_eq!(-mat6, Matrix::<i8>::from_vec(2, 2, vec![-1, 0, 0, -1]));
    }

    #[test]
    fn test_vector() {
        let vec1 = Vector::new(vec![0, 1, 2]);
        let m: Matrix<_> = vec1.into();
        assert_eq!(m, Matrix::from_vec(3, 1, vec![0, 1, 2]));

        let vec2 = Vector::new(vec![0, 1, 2]);
        let s = vec2.scaled(2);
        assert_eq!(s, Vector::new(vec![0, 2, 4]));

        let mat3 = Matrix::from_vec(2, 2, vec![2, 0, 0, 1]);
        let vec3 = Vector::new(vec![1, 1]);
        let mul = mat3 * vec3;
        assert_eq!(mul, Vector::new(vec![2, 1]));
    }

    #[test]
    fn test_vectools() {
        let gen_vec = |len: usize| {
            let r: Vec<usize> = (0..len).collect();
            r
        };

        let v1 = gen_vec(2);
        let m = v1.map(|x| 2 * x);

        assert_eq!(m, vec![0, 2]);

        let v2 = gen_vec(3);
        let z = v2.zip(m);

        assert_eq!(z, vec![(0, 0), (1, 2)]);

        let v3 = gen_vec(3);
        let e = v3.enumerate();

        assert_eq!(e, vec![(0, 0), (1, 1), (2, 2)]);

        let v4 = gen_vec(3);
        let r = v4.reversed();

        assert_eq!(r, vec![2, 1, 0]);

        let v5 = gen_vec(3);
        let s = v5.sum();

        assert_eq!(s, Some(3));
    }

    #[test]
    fn test_rotmat() {
        use special_matrices::rotation::*;
        let rot2d = rotation_matrix(2, 0, 1);
        let rot1 = rotation_matrix(3, 1, 2);
        let rot2 = rotation_matrix(3, 2, 0);
        let rot3 = rotation_matrix(3, 0, 1);
        //        println!("\n{}\n", rot2d);
        println!("\n= {}\n= {}\n= {}\n", rot1, rot2, rot3);
        // Works as intended
        let rot3_0 = rot3.insert_rotation_value(0.0);
        //        println!("{}", rot3_0);
        let rot2_0 = rotation_matrix(2, 0, 0);
        //        println!("{}", rot2_0);
        // Rotating to the same axis is kind of weird, I mean how would you do that?????
        // But i'll keep it in anyway as part of the formal definition I got online
        // Everything else works well
    }

    #[test]
    fn test_camera() {
        use game::cam3d::Cam3d;
        use game::Vector3f;

        let cam = Cam3d::<f64>::new((0.0, 0.0, 0.0), (0.0, 0.0, 0.0), 1.0);

        let v = Vector3f::new(1.0, 2.0, 1.0);

        let v2 = cam.project(v).unwrap();
        println!("{}", v2);
    }
}