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//! This crate implements all the basic mathematical structures and operations //! that are needed for almost any graphical program, namely: //! - [`Vec2`] //! - [`Vec3`] //! - [`Vec4`] //! - [`Quaternion`] //! - [`Mat4`] //! //! The usual operations are implemented via member functions and operator overloads. //! Operators should handle almost exactly as they would in GLSL, e.g. //! ``` //! use gfx_maths::*; //! //! let v = Vec3::new(5.0, 6.0, 7.0); //! let s = 1.0 / v; //! //! let t = Mat4::translate(Vec3::new(1.0, 0.0, 0.0)) * s; //! ``` //! //! # Notation //! Vectors are always treated as column vectors, which is why //! only [`Mat4`] * [`Vec4`] is implemented and not [`Vec4`] * [`Mat4`]. pub mod vec2; pub use vec2::*; pub mod vec3; pub use vec3::*; pub mod vec4; pub use vec4::*; pub mod quaternion; pub use quaternion::*; pub mod mat4; pub use mat4::*;