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pub mod cartesian1;
pub mod cartesian2;
pub mod cartesian3;
pub mod space;
pub use self::cartesian1::*;
pub use self::cartesian2::*;
pub use self::cartesian3::*;
pub use self::space::*;
extern crate num;
extern crate nalgebra as na;
use self::num::{Float, Zero, FromPrimitive};
use std::ops::{Add, Sub, Neg, Mul, Div};
use std::f64::consts::PI;
pub trait Vector<D>: Sized + Clone + Copy + Zero + Add<Self, Output=Self> + Sub<Self, Output=Self> + Neg<Output=Self> +
Mul<D, Output=Self> + Div<D, Output=Self>
where D: Float
{
fn space_ball(d: D) -> D;
fn dot(&lhs: &Self, rhs: &Self) -> D;
fn space_box(&self) -> D;
fn displacement(&self) -> D;
fn displacement_squared(&self) -> D {
self.displacement().powi(2)
}
fn normalized(&self) -> Self {
*self / self.displacement()
}
fn normalize(&mut self) {
*self = self.normalized();
}
}
#[test]
fn dot_vector() {
let a = Cartesian2::new(0.3, 0.5);
let _b = Cartesian2::dot(&a, &Cartesian2::new(1.0, 0.5));
}
pub trait CrossVector {
fn cross(lhs: &Self, rhs: &Self) -> Self;
}
#[test]
fn cross_vector() {
let a = Cartesian3::new(0.3, 0.5, 1.0);
let _b = Cartesian3::cross(&a, &Cartesian3::new(1.0, 0.5, -2.0));
}
impl<D> Vector<D> for na::Vec1<D>
where D: Float + FromPrimitive
{
fn space_ball(d: D) -> D {
D::from_u32(2u32).unwrap() * d
}
fn dot(&lhs: &Self, rhs: &Self) -> D {
lhs.x * rhs.x
}
fn space_box(&self) -> D {
self.x
}
fn displacement(&self) -> D {
self.x
}
}
impl<D> Vector<D> for na::Vec2<D>
where D: Float + FromPrimitive
{
fn space_ball(d: D) -> D {
D::from_f64(PI).unwrap() * d * d
}
fn dot(&lhs: &Self, rhs: &Self) -> D {
lhs.x * rhs.x + lhs.y * rhs.y
}
fn space_box(&self) -> D {
self.x * self.y
}
fn displacement(&self) -> D {
self.displacement_squared().sqrt()
}
fn displacement_squared(&self) -> D {
self.x * self.x + self.y * self.y
}
}
impl<D> Vector<D> for na::Vec3<D>
where D: Float + FromPrimitive
{
fn space_ball(d: D) -> D {
d * d * d * D::from_f64(4.0 / 3.0 * PI).unwrap()
}
fn dot(&lhs: &Self, rhs: &Self) -> D {
lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z
}
fn space_box(&self) -> D {
self.x * self.y * self.z
}
fn displacement(&self) -> D {
self.displacement_squared().sqrt()
}
fn displacement_squared(&self) -> D {
self.x * self.x + self.y * self.y + self.z * self.z
}
}
impl<D> CrossVector for na::Vec3<D>
where D: Float
{
fn cross(lhs: &Self, rhs: &Self) -> Self {
na::Vec3{
x: lhs.y * rhs.z - lhs.z * rhs.y,
y: lhs.z * rhs.x - lhs.x * rhs.z,
z: lhs.x * rhs.y - lhs.y * rhs.x,
}
}
}