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use cgmath::{Vector2, Vector3, Vector4, Matrix2, Matrix3, Matrix4, Point3, Deg, Rad}; #[doc(hidden)] pub use cgmath::prelude::*; pub(crate) use cgmath::perspective; pub(crate) use cgmath::ortho; pub type Vec2 = Vector2<f32>; pub type Vec3 = Vector3<f32>; pub type Vec4 = Vector4<f32>; pub type Mat2 = Matrix2<f32>; pub type Mat3 = Matrix3<f32>; pub type Mat4 = Matrix4<f32>; pub type Point = Point3<f32>; pub type Degrees = Deg<f32>; pub type Radians = Rad<f32>; pub fn vec2(x: f32, y: f32) -> Vec2 { Vector2::new(x, y) } pub fn vec3(x: f32, y: f32, z: f32) -> Vec3 { Vector3::new(x, y, z) } pub fn vec4(x: f32, y: f32, z: f32, w: f32) -> Vec4 { Vector4::new(x, y, z, w) } pub(crate) trait Vec2Ext { fn to_slice(&self) -> [f32; 2]; } impl Vec2Ext for Vec2 { fn to_slice(&self) -> [f32; 2] { [self.x, self.y] } } pub(crate) trait Vec3Ext { fn to_slice(&self) -> [f32; 3]; } impl Vec3Ext for Vec3 { fn to_slice(&self) -> [f32; 3] { [self.x, self.y, self.z] } } pub(crate) trait Vec4Ext { fn to_slice(&self) -> [f32; 4]; } impl Vec4Ext for Vec4 { fn to_slice(&self) -> [f32; 4] { [self.x, self.y, self.z, self.w] } } pub(crate) trait Mat2Ext { fn to_slice(&self) -> [f32; 4]; } impl Mat2Ext for Mat2 { fn to_slice(&self) -> [f32; 4] { [self.x.x, self.x.y, self.y.x, self.y.y] } } pub(crate) trait Mat3Ext { fn to_slice(&self) -> [f32; 9]; } impl Mat3Ext for Mat3 { fn to_slice(&self) -> [f32; 9] { [self.x.x, self.x.y, self.x.z, self.y.x, self.y.y, self.y.z, self.z.x, self.z.y, self.z.z] } } pub(crate) trait Mat4Ext { fn to_slice(&self) -> [f32; 16]; } impl Mat4Ext for Mat4 { fn to_slice(&self) -> [f32; 16] { [self.x.x, self.x.y, self.x.z, self.x.w, self.y.x, self.y.y, self.y.z, self.y.w, self.z.x, self.z.y, self.z.z, self.z.w, self.w.x, self.w.y, self.w.z, self.w.w] } } pub fn degrees(v: f32) -> Degrees { Deg(v) } pub fn radians(v: f32) -> Radians { Rad(v) } pub fn rotation_matrix_from_dir_to_dir(source_dir: Vec3, target_dir: Vec3) -> Mat4 { let c = source_dir.dot(target_dir); if c > 0.99999 { return Mat4::identity(); } if c < -0.99999 { return Mat4::from_scale(-1.0); } let axis = source_dir.cross(target_dir).normalize(); let s = (1.0 - c*c).sqrt(); let oc = 1.0 - c; return Mat4::new(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0, oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0, oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0, 0.0, 0.0, 0.0, 1.0).transpose(); }