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use core::ops::Add;
use num_traits::{Float, NumCast, One};
pub use num_traits;
const ONE_TURN_DEGREES_F32: f32 = 360.0;
const ONE_TURN_DEGREES_F64: f64 = 360.0;
pub trait ConvertAngle {
fn deg_to_rad(self) -> Self;
fn rad_to_deg(self) -> Self;
fn turns_to_rad(self) -> Self;
fn rad_to_turns(self) -> Self;
}
pub trait Vec2Angle {
fn angle(self) -> f32;
}
pub trait Vec2Rotate {
fn rotate(self, radians: f32) -> Self;
}
pub trait Mat4LookTo {
fn look_to_rh(eye: glam::Vec3, dir: glam::Vec3, up: glam::Vec3) -> glam::Mat4 {
let f = dir.normalize();
let s = f.cross(up).normalize();
let u = s.cross(f);
glam::Mat4::from_cols(
glam::vec4(s.x, u.x, -f.x, 0.0),
glam::vec4(s.y, u.y, -f.y, 0.0),
glam::vec4(s.z, u.z, -f.z, 0.0),
glam::vec4(-eye.dot(s), -eye.dot(u), eye.dot(f), 1.0),
)
}
fn look_to_lh(eye: glam::Vec3, dir: glam::Vec3, up: glam::Vec3) -> glam::Mat4 {
Self::look_to_rh(eye, -dir, up)
}
}
impl ConvertAngle for f32 {
fn deg_to_rad(self) -> Self {
self * core::f32::consts::TAU / ONE_TURN_DEGREES_F32
}
fn rad_to_deg(self) -> Self {
self * ONE_TURN_DEGREES_F32 / core::f32::consts::TAU
}
fn turns_to_rad(self) -> Self {
self * core::f32::consts::TAU
}
fn rad_to_turns(self) -> Self {
self / core::f32::consts::TAU
}
}
impl ConvertAngle for f64 {
fn deg_to_rad(self) -> Self {
self * core::f64::consts::TAU / ONE_TURN_DEGREES_F64
}
fn rad_to_deg(self) -> Self {
self * ONE_TURN_DEGREES_F64 / core::f64::consts::TAU
}
fn turns_to_rad(self) -> Self {
self * core::f64::consts::TAU
}
fn rad_to_turns(self) -> Self {
self / core::f64::consts::TAU
}
}
impl Vec2Angle for glam::Vec2 {
fn angle(self) -> f32 {
glam::Vec2::X.angle_between(self)
}
}
impl Vec2Rotate for glam::Vec2 {
fn rotate(self, radians: f32) -> Self {
let rad_cos = radians.cos();
let rad_sin = radians.sin();
let x = self.x * rad_cos - self.y * rad_sin;
let y = self.x * rad_sin + self.y * rad_cos;
glam::vec2(x, y)
}
}
impl Mat4LookTo for glam::Mat4 {}
pub fn map_range<X, Y>(val: X, in_min: X, in_max: X, out_min: Y, out_max: Y) -> Y
where
X: NumCast,
Y: NumCast,
{
macro_rules! unwrap_or_panic {
($result:expr, $arg:expr) => {
$result.unwrap_or_else(|| panic!("[map_range] failed to cast {} arg to `f64`", $arg))
};
}
let val_f: f64 = unwrap_or_panic!(NumCast::from(val), "first");
let in_min_f: f64 = unwrap_or_panic!(NumCast::from(in_min), "second");
let in_max_f: f64 = unwrap_or_panic!(NumCast::from(in_max), "third");
let out_min_f: f64 = unwrap_or_panic!(NumCast::from(out_min), "fourth");
let out_max_f: f64 = unwrap_or_panic!(NumCast::from(out_max), "fifth");
NumCast::from((val_f - in_min_f) / (in_max_f - in_min_f) * (out_max_f - out_min_f) + out_min_f)
.unwrap_or_else(|| panic!("[map_range] failed to cast result to target type"))
}
pub fn partial_max<T>(a: T, b: T) -> T
where
T: PartialOrd,
{
if a >= b {
a
} else {
b
}
}
pub fn partial_min<T>(a: T, b: T) -> T
where
T: PartialOrd,
{
if a <= b {
a
} else {
b
}
}
pub fn clamp<T>(n: T, start: T, end: T) -> T
where
T: PartialOrd,
{
if start <= end {
if n < start {
start
} else if n > end {
end
} else {
n
}
} else {
if n < end {
end
} else if n > start {
start
} else {
n
}
}
}
pub fn two<S>() -> S
where
S: Add<Output = S> + One,
{
S::one() + S::one()
}
#[inline]
pub fn fmod<F>(numer: F, denom: F) -> F
where
F: Float,
{
let rquot: F = (numer / denom).floor();
numer - rquot * denom
}
pub fn deg_to_rad<S>(s: S) -> S
where
S: ConvertAngle,
{
s.deg_to_rad()
}
pub fn rad_to_deg<S>(s: S) -> S
where
S: ConvertAngle,
{
s.rad_to_deg()
}
pub fn turns_to_rad<S>(s: S) -> S
where
S: ConvertAngle,
{
s.turns_to_rad()
}
pub fn rad_to_turns<S>(s: S) -> S
where
S: ConvertAngle,
{
s.rad_to_turns()
}