pub mod game;
pub mod matrix;
mod matrix_helper;
pub mod special_matrices;
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= {}\n= {}\n", rot1, rot2, rot3);
let rot3_0 = rot3.insert_rotation_value(0.0);
let rot2_0 = rotation_matrix(2, 0, 0);
}
#[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);
}
}