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-rw-r--r--src/f32/wasm32/mat3a.rs65
1 files changed, 48 insertions, 17 deletions
diff --git a/src/f32/wasm32/mat3a.rs b/src/f32/wasm32/mat3a.rs
index 573ea1f..96c039b 100644
--- a/src/f32/wasm32/mat3a.rs
+++ b/src/f32/wasm32/mat3a.rs
@@ -1,6 +1,6 @@
// Generated from mat.rs.tera template. Edit the template, not the generated file.
-use crate::{swizzles::*, DMat3, EulerRot, Mat2, Mat3, Mat4, Quat, Vec2, Vec3, Vec3A};
+use crate::{f32::math, swizzles::*, DMat3, EulerRot, Mat2, Mat3, Mat4, Quat, Vec2, Vec3, Vec3A};
#[cfg(not(target_arch = "spirv"))]
use core::fmt;
use core::iter::{Product, Sum};
@@ -8,12 +8,9 @@ use core::ops::{Add, AddAssign, Mul, MulAssign, Neg, Sub, SubAssign};
use core::arch::wasm32::*;
-#[cfg(feature = "libm")]
-#[allow(unused_imports)]
-use num_traits::Float;
-
-/// Creates a 3x3 matrix from column vectors.
+/// Creates a 3x3 matrix from three column vectors.
#[inline(always)]
+#[must_use]
pub const fn mat3a(x_axis: Vec3A, y_axis: Vec3A, z_axis: Vec3A) -> Mat3A {
Mat3A::from_cols(x_axis, y_axis, z_axis)
}
@@ -62,6 +59,7 @@ impl Mat3A {
#[allow(clippy::too_many_arguments)]
#[inline(always)]
+ #[must_use]
const fn new(
m00: f32,
m01: f32,
@@ -80,8 +78,9 @@ impl Mat3A {
}
}
- /// Creates a 3x3 matrix from two column vectors.
+ /// Creates a 3x3 matrix from three column vectors.
#[inline(always)]
+ #[must_use]
pub const fn from_cols(x_axis: Vec3A, y_axis: Vec3A, z_axis: Vec3A) -> Self {
Self {
x_axis,
@@ -94,6 +93,7 @@ impl Mat3A {
/// If your data is stored in row major you will need to `transpose` the returned
/// matrix.
#[inline]
+ #[must_use]
pub const fn from_cols_array(m: &[f32; 9]) -> Self {
Self::new(m[0], m[1], m[2], m[3], m[4], m[5], m[6], m[7], m[8])
}
@@ -101,6 +101,7 @@ impl Mat3A {
/// Creates a `[f32; 9]` array storing data in column major order.
/// If you require data in row major order `transpose` the matrix first.
#[inline]
+ #[must_use]
pub const fn to_cols_array(&self) -> [f32; 9] {
let [x_axis_x, x_axis_y, x_axis_z] = self.x_axis.to_array();
let [y_axis_x, y_axis_y, y_axis_z] = self.y_axis.to_array();
@@ -116,6 +117,7 @@ impl Mat3A {
/// If your data is in row major order you will need to `transpose` the returned
/// matrix.
#[inline]
+ #[must_use]
pub const fn from_cols_array_2d(m: &[[f32; 3]; 3]) -> Self {
Self::from_cols(
Vec3A::from_array(m[0]),
@@ -127,6 +129,7 @@ impl Mat3A {
/// Creates a `[[f32; 3]; 3]` 3D array storing data in column major order.
/// If you require data in row major order `transpose` the matrix first.
#[inline]
+ #[must_use]
pub const fn to_cols_array_2d(&self) -> [[f32; 3]; 3] {
[
self.x_axis.to_array(),
@@ -138,6 +141,7 @@ impl Mat3A {
/// Creates a 3x3 matrix with its diagonal set to `diagonal` and all other entries set to 0.
#[doc(alias = "scale")]
#[inline]
+ #[must_use]
pub const fn from_diagonal(diagonal: Vec3) -> Self {
Self::new(
diagonal.x, 0.0, 0.0, 0.0, diagonal.y, 0.0, 0.0, 0.0, diagonal.z,
@@ -145,6 +149,8 @@ impl Mat3A {
}
/// Creates a 3x3 matrix from a 4x4 matrix, discarding the 4th row and column.
+ #[inline]
+ #[must_use]
pub fn from_mat4(m: Mat4) -> Self {
Self::from_cols(m.x_axis.into(), m.y_axis.into(), m.z_axis.into())
}
@@ -155,6 +161,7 @@ impl Mat3A {
///
/// Will panic if `rotation` is not normalized when `glam_assert` is enabled.
#[inline]
+ #[must_use]
pub fn from_quat(rotation: Quat) -> Self {
glam_assert!(rotation.is_normalized());
@@ -185,10 +192,11 @@ impl Mat3A {
///
/// Will panic if `axis` is not normalized when `glam_assert` is enabled.
#[inline]
+ #[must_use]
pub fn from_axis_angle(axis: Vec3, angle: f32) -> Self {
glam_assert!(axis.is_normalized());
- let (sin, cos) = angle.sin_cos();
+ let (sin, cos) = math::sin_cos(angle);
let (xsin, ysin, zsin) = axis.mul(sin).into();
let (x, y, z) = axis.into();
let (x2, y2, z2) = axis.mul(axis).into();
@@ -203,9 +211,10 @@ impl Mat3A {
)
}
- #[inline]
/// Creates a 3D rotation matrix from the given euler rotation sequence and the angles (in
/// radians).
+ #[inline]
+ #[must_use]
pub fn from_euler(order: EulerRot, a: f32, b: f32, c: f32) -> Self {
let quat = Quat::from_euler(order, a, b, c);
Self::from_quat(quat)
@@ -213,8 +222,9 @@ impl Mat3A {
/// Creates a 3D rotation matrix from `angle` (in radians) around the x axis.
#[inline]
+ #[must_use]
pub fn from_rotation_x(angle: f32) -> Self {
- let (sina, cosa) = angle.sin_cos();
+ let (sina, cosa) = math::sin_cos(angle);
Self::from_cols(
Vec3A::X,
Vec3A::new(0.0, cosa, sina),
@@ -224,8 +234,9 @@ impl Mat3A {
/// Creates a 3D rotation matrix from `angle` (in radians) around the y axis.
#[inline]
+ #[must_use]
pub fn from_rotation_y(angle: f32) -> Self {
- let (sina, cosa) = angle.sin_cos();
+ let (sina, cosa) = math::sin_cos(angle);
Self::from_cols(
Vec3A::new(cosa, 0.0, -sina),
Vec3A::Y,
@@ -235,8 +246,9 @@ impl Mat3A {
/// Creates a 3D rotation matrix from `angle` (in radians) around the z axis.
#[inline]
+ #[must_use]
pub fn from_rotation_z(angle: f32) -> Self {
- let (sina, cosa) = angle.sin_cos();
+ let (sina, cosa) = math::sin_cos(angle);
Self::from_cols(
Vec3A::new(cosa, sina, 0.0),
Vec3A::new(-sina, cosa, 0.0),
@@ -249,6 +261,7 @@ impl Mat3A {
/// The resulting matrix can be used to transform 2D points and vectors. See
/// [`Self::transform_point2()`] and [`Self::transform_vector2()`].
#[inline]
+ #[must_use]
pub fn from_translation(translation: Vec2) -> Self {
Self::from_cols(
Vec3A::X,
@@ -263,8 +276,9 @@ impl Mat3A {
/// The resulting matrix can be used to transform 2D points and vectors. See
/// [`Self::transform_point2()`] and [`Self::transform_vector2()`].
#[inline]
+ #[must_use]
pub fn from_angle(angle: f32) -> Self {
- let (sin, cos) = angle.sin_cos();
+ let (sin, cos) = math::sin_cos(angle);
Self::from_cols(
Vec3A::new(cos, sin, 0.0),
Vec3A::new(-sin, cos, 0.0),
@@ -278,8 +292,9 @@ impl Mat3A {
/// The resulting matrix can be used to transform 2D points and vectors. See
/// [`Self::transform_point2()`] and [`Self::transform_vector2()`].
#[inline]
+ #[must_use]
pub fn from_scale_angle_translation(scale: Vec2, angle: f32, translation: Vec2) -> Self {
- let (sin, cos) = angle.sin_cos();
+ let (sin, cos) = math::sin_cos(angle);
Self::from_cols(
Vec3A::new(cos * scale.x, sin * scale.x, 0.0),
Vec3A::new(-sin * scale.y, cos * scale.y, 0.0),
@@ -296,6 +311,7 @@ impl Mat3A {
///
/// Will panic if all elements of `scale` are zero when `glam_assert` is enabled.
#[inline]
+ #[must_use]
pub fn from_scale(scale: Vec2) -> Self {
// Do not panic as long as any component is non-zero
glam_assert!(scale.cmpne(Vec2::ZERO).any());
@@ -322,6 +338,7 @@ impl Mat3A {
///
/// Panics if `slice` is less than 9 elements long.
#[inline]
+ #[must_use]
pub const fn from_cols_slice(slice: &[f32]) -> Self {
Self::new(
slice[0], slice[1], slice[2], slice[3], slice[4], slice[5], slice[6], slice[7],
@@ -353,6 +370,7 @@ impl Mat3A {
///
/// Panics if `index` is greater than 2.
#[inline]
+ #[must_use]
pub fn col(&self, index: usize) -> Vec3A {
match index {
0 => self.x_axis,
@@ -383,6 +401,7 @@ impl Mat3A {
///
/// Panics if `index` is greater than 2.
#[inline]
+ #[must_use]
pub fn row(&self, index: usize) -> Vec3A {
match index {
0 => Vec3A::new(self.x_axis.x, self.y_axis.x, self.z_axis.x),
@@ -395,19 +414,21 @@ impl Mat3A {
/// Returns `true` if, and only if, all elements are finite.
/// If any element is either `NaN`, positive or negative infinity, this will return `false`.
#[inline]
+ #[must_use]
pub fn is_finite(&self) -> bool {
self.x_axis.is_finite() && self.y_axis.is_finite() && self.z_axis.is_finite()
}
/// Returns `true` if any elements are `NaN`.
#[inline]
+ #[must_use]
pub fn is_nan(&self) -> bool {
self.x_axis.is_nan() || self.y_axis.is_nan() || self.z_axis.is_nan()
}
/// Returns the transpose of `self`.
- #[must_use]
#[inline]
+ #[must_use]
pub fn transpose(&self) -> Self {
let tmp0 = i32x4_shuffle::<0, 1, 4, 5>(self.x_axis.0, self.y_axis.0);
let tmp1 = i32x4_shuffle::<2, 3, 6, 7>(self.x_axis.0, self.y_axis.0);
@@ -421,6 +442,7 @@ impl Mat3A {
/// Returns the determinant of `self`.
#[inline]
+ #[must_use]
pub fn determinant(&self) -> f32 {
self.z_axis.dot(self.x_axis.cross(self.y_axis))
}
@@ -432,8 +454,8 @@ impl Mat3A {
/// # Panics
///
/// Will panic if the determinant of `self` is zero when `glam_assert` is enabled.
- #[must_use]
#[inline]
+ #[must_use]
pub fn inverse(&self) -> Self {
let tmp0 = self.y_axis.cross(self.z_axis);
let tmp1 = self.z_axis.cross(self.x_axis);
@@ -454,6 +476,7 @@ impl Mat3A {
///
/// Will panic if the 2nd row of `self` is not `(0, 0, 1)` when `glam_assert` is enabled.
#[inline]
+ #[must_use]
pub fn transform_point2(&self, rhs: Vec2) -> Vec2 {
glam_assert!(self.row(2).abs_diff_eq(Vec3A::Z, 1e-6));
Mat2::from_cols(self.x_axis.xy(), self.y_axis.xy()) * rhs + self.z_axis.xy()
@@ -469,6 +492,7 @@ impl Mat3A {
///
/// Will panic if the 2nd row of `self` is not `(0, 0, 1)` when `glam_assert` is enabled.
#[inline]
+ #[must_use]
pub fn transform_vector2(&self, rhs: Vec2) -> Vec2 {
glam_assert!(self.row(2).abs_diff_eq(Vec3A::Z, 1e-6));
Mat2::from_cols(self.x_axis.xy(), self.y_axis.xy()) * rhs
@@ -476,12 +500,14 @@ impl Mat3A {
/// Transforms a 3D vector.
#[inline]
+ #[must_use]
pub fn mul_vec3(&self, rhs: Vec3) -> Vec3 {
self.mul_vec3a(rhs.into()).into()
}
- /// Transforms a `Vec3A`.
+ /// Transforms a [`Vec3A`].
#[inline]
+ #[must_use]
pub fn mul_vec3a(&self, rhs: Vec3A) -> Vec3A {
let mut res = self.x_axis.mul(rhs.xxx());
res = res.add(self.y_axis.mul(rhs.yyy()));
@@ -491,6 +517,7 @@ impl Mat3A {
/// Multiplies two 3x3 matrices.
#[inline]
+ #[must_use]
pub fn mul_mat3(&self, rhs: &Self) -> Self {
Self::from_cols(
self.mul(rhs.x_axis),
@@ -501,6 +528,7 @@ impl Mat3A {
/// Adds two 3x3 matrices.
#[inline]
+ #[must_use]
pub fn add_mat3(&self, rhs: &Self) -> Self {
Self::from_cols(
self.x_axis.add(rhs.x_axis),
@@ -511,6 +539,7 @@ impl Mat3A {
/// Subtracts two 3x3 matrices.
#[inline]
+ #[must_use]
pub fn sub_mat3(&self, rhs: &Self) -> Self {
Self::from_cols(
self.x_axis.sub(rhs.x_axis),
@@ -521,6 +550,7 @@ impl Mat3A {
/// Multiplies a 3x3 matrix by a scalar.
#[inline]
+ #[must_use]
pub fn mul_scalar(&self, rhs: f32) -> Self {
Self::from_cols(
self.x_axis.mul(rhs),
@@ -539,6 +569,7 @@ impl Mat3A {
/// For more see
/// [comparing floating point numbers](https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/).
#[inline]
+ #[must_use]
pub fn abs_diff_eq(&self, rhs: Self, max_abs_diff: f32) -> bool {
self.x_axis.abs_diff_eq(rhs.x_axis, max_abs_diff)
&& self.y_axis.abs_diff_eq(rhs.y_axis, max_abs_diff)