1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
//! This is a lightweight matrix / vector library meant for usage with WebGL.
//!
//! At the core this library only consists of the traits `Matrix` and `Vector`. All implementations are optional features and can be added as needed.
//!
//! Available features:
//! * `Matrix4`: 4x4 matrix operations (includes *Vector4*)
//! * `Matrix3`: 3x3 matrix operations (includes *Vector3*)
//! * `Vector4`: 4-dimensional vector operations
//! * `Vector3`: 3-dimensional vector operations
//! * `SliceOps`: Low level slice operations such as addition, subtraction, scaling etc.
//!
//! ## Examples
//!
//! All the types are simple arrays. You may also just use slices as operands.
//!
//! ```rust
//! use webgl_matrix::{Matrix, Vector, ProjectionMatrix, Mat4, Vec4, Mat3, Vec3};
//!
//! fn main() {
//! // all the default operations available
//! let mut B = [1., 2., 3.,
//! 4., 5., 6.,
//! 7., 8., 9.];
//! let b = Vec3::ones();
//! // Matrix operations are in-place
//! B.inverse();
//! B.transpose();
//! // ..
//!
//! // Some basic vector operations
//! let c = B.mul_vector_left(&b);
//! let mag = c.mag(); // magnitude
//! let d = c.scale(5.);
//! let e = c.add(&b);
//!
//! // Or fancier transformations
//! B.translate(&[1., 2., 3.]);
//!
//! let A = Mat4::identity();
//! // operate on slices
//! let b = [1., 2., 3., 4., 5., 6., 7.];
//!
//! // with automatic homogenous coordinate expansion
//! let c = A.mul_vector(&b[0..=2]);
//! // or using all four coordinates
//! let d = A.mul_vector(&b[3..]);
//!
//! // create projection matrices (left, right, bot, top, near, far)
//! let P = Mat4::create_perspective_from_viewport(0., 1., 0., 1., 0.1, 10.);
//! }
//! ```
pub use Vec3;
pub use Mat3;
pub use Vec4;
pub use ;
pub use MulVectorMatrix;
pub use crateMatrix;
pub use crateVector;