use core::ops::{Add, Div, Mul};
use num_traits::real::Real;
use num_traits::{One, Zero};
#[inline]
pub fn transform_angle<'out, T>(out: &'out mut [T; 2], v: &[T; 2], a: &T) -> &'out mut [T; 2]
where
T: Real,
for<'a, 'b> &'a T: Mul<&'b T, Output = T>,
{
let c = a.cos();
let s = a.sin();
out[0] = &v[0] * &c - &v[1] * &s;
out[1] = &v[0] * &s + &v[1] * &c;
out
}
#[inline]
pub fn transform_angle_mut<'out, T>(out: &'out mut [T; 2], a: &T) -> &'out mut [T; 2]
where
T: Real,
for<'a, 'b> &'a T: Mul<&'b T, Output = T>,
{
let tmp = out.clone();
transform_angle(out, &tmp, a)
}
#[inline]
pub fn transform_mat2<'out, T>(out: &'out mut [T; 2], v: &[T; 2], m: &[T; 4]) -> &'out mut [T; 2]
where
T: Clone + Add<T, Output = T>,
for<'a, 'b> &'a T: Mul<&'b T, Output = T>,
{
out[0] = &v[0] * &m[0] + &v[1] * &m[2];
out[1] = &v[0] * &m[1] + &v[1] * &m[3];
out
}
#[inline]
pub fn transform_mat2_mut<'out, T>(out: &'out mut [T; 2], m: &[T; 4]) -> &'out mut [T; 2]
where
T: Clone + Add<T, Output = T>,
for<'a, 'b> &'a T: Mul<&'b T, Output = T>,
{
let tmp = out.clone();
transform_mat2(out, &tmp, m)
}
#[inline]
pub fn transform_mat3<'out, T>(out: &'out mut [T; 2], v: &[T; 2], m: &[T; 9]) -> &'out mut [T; 2]
where
T: Add<T, Output = T>,
for<'a, 'b> &'a T: Mul<&'b T, Output = T>,
{
out[0] = &v[0] * &m[0] + &v[1] * &m[3];
out[1] = &v[0] * &m[1] + &v[1] * &m[4];
out
}
#[inline]
pub fn transform_mat3_mut<'out, T>(out: &'out mut [T; 2], m: &[T; 9]) -> &'out mut [T; 2]
where
T: Clone + Add<T, Output = T>,
for<'a, 'b> &'a T: Mul<&'b T, Output = T>,
{
let tmp = out.clone();
transform_mat3(out, &tmp, m)
}
#[inline]
pub fn transform_mat4<'out, T>(out: &'out mut [T; 2], v: &[T; 2], m: &[T; 16]) -> &'out mut [T; 2]
where
T: Clone + Add<T, Output = T>,
for<'a, 'b> &'a T: Mul<&'b T, Output = T>,
{
out[0] = &v[0] * &m[0] + &v[1] * &m[4] + m[12].clone();
out[1] = &v[0] * &m[1] + &v[1] * &m[5] + m[13].clone();
out
}
#[inline]
pub fn transform_mat4_mut<'out, T>(out: &'out mut [T; 2], m: &[T; 16]) -> &'out mut [T; 2]
where
T: Clone + Add<T, Output = T>,
for<'a, 'b> &'a T: Mul<&'b T, Output = T>,
{
let tmp = out.clone();
transform_mat4(out, &tmp, m)
}
#[inline]
pub fn transform_mat4_rotation<'out, T>(
out: &'out mut [T; 2],
v: &[T; 2],
m: &[T; 16],
) -> &'out mut [T; 2]
where
T: Clone + Add<T, Output = T>,
for<'a, 'b> &'a T: Mul<&'b T, Output = T>,
{
out[0] = &v[0] * &m[0] + &v[1] * &m[4];
out[1] = &v[0] * &m[1] + &v[1] * &m[5];
out
}
#[inline]
pub fn transform_mat4_rotation_mut<'out, T>(out: &'out mut [T; 2], m: &[T; 16]) -> &'out mut [T; 2]
where
T: Clone + Add<T, Output = T>,
for<'a, 'b> &'a T: Mul<&'b T, Output = T>,
{
let tmp = out.clone();
transform_mat4(out, &tmp, m)
}
#[inline]
pub fn transform_mat4_projection<'out, T>(
out: &'out mut [T; 2],
v: &[T; 2],
m: &[T; 16],
) -> &'out mut [T; 2]
where
T: Clone + One + Zero + Add<T, Output = T>,
for<'a, 'b> &'a T: Div<&'b T, Output = T> + Mul<&'b T, Output = T>,
{
let d = &v[0] * &m[3] + &v[1] * &m[7] + m[15].clone();
let inv_d = if d.is_zero() { d } else { &T::one() / &d };
out[0] = &(&v[0] * &m[0] + &v[1] * &m[4] + m[12].clone()) * &inv_d;
out[1] = &(&v[0] * &m[1] + &v[1] * &m[5] + m[13].clone()) * &inv_d;
out
}
#[inline]
pub fn transform_mat4_projection_mut<'out, T>(
out: &'out mut [T; 2],
m: &[T; 16],
) -> &'out mut [T; 2]
where
T: Clone + One + Zero + Add<T, Output = T>,
for<'a, 'b> &'a T: Div<&'b T, Output = T> + Mul<&'b T, Output = T>,
{
let tmp = out.clone();
transform_mat4_projection(out, &tmp, m)
}