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mod mat4;
mod vec2;
mod vec3;
mod angle;
use prelude::*;
pub use maths::mat4::Mat4;
pub use maths::vec2::Vec2;
pub use maths::vec3::Vec3;
pub use maths::angle::Angle;
pub type Point2<T = f32> = Vec2<T>;
#[allow(non_snake_case)]
pub fn Point2<T: Debug + Float>(x: T, y: T) -> Point2<T> {
Vec2(x, y)
}
pub type Point3<T = f32> = Vec3<T>;
#[allow(non_snake_case)]
pub fn Point3<T: Debug + Float>(x: T, y: T, z: T) -> Point3<T> {
Vec3(x, y, z)
}
#[derive(Copy, Clone)]
pub struct Rect<T: Debug + Float = f32>(pub Point2<T>, pub Point2<T>);
impl<T> Rect<T> where T: Debug + Float {
pub fn new(x1: T, y1: T, x2: T, y2: T) -> Self {
Rect(Point2(x1, y1), Point2(x2, y2))
}
}
pub trait VecType<T: Copy + fmt::Debug + Float> {
fn as_vec3(self: &Self, neutral: T) -> Vec3<T>;
}
impl<T: Copy + fmt::Debug + Float> VecType<T> for (T, T, T) {
fn as_vec3(self: &Self, _: T) -> Vec3<T> {
Vec3::<T>(self.0, self.1, self.2)
}
}
impl<T: Copy + fmt::Debug + Float> VecType<T> for (T, T) {
fn as_vec3(self: &Self, neutral: T) -> Vec3<T> {
Vec3::<T>(self.0, self.1, neutral)
}
}
impl<T: Copy + fmt::Debug + Float> VecType<T> for T {
fn as_vec3(self: &Self, _: T) -> Vec3<T> {
Vec3::<T>(*self, *self, *self)
}
}