math: Declare Ray, Rayh, and Rayd types

This commit is contained in:
Joel D. Schüller 2023-10-03 22:56:17 +02:00 committed by Stephen Gutekanst
parent 24b9a415b3
commit 4d6b3e200f

View file

@ -53,6 +53,7 @@ pub const Vec4 = vec.Vec(4, f32);
pub const Quat = q.Quat(f32);
pub const Mat3x3 = mat.Mat(3, 3, Vec4);
pub const Mat4x4 = mat.Mat(4, 4, Vec4);
pub const Ray = ray.Ray(Vec3);
/// Half-precision f16 types
pub const Vec2h = vec.Vec(2, f16);
@ -61,6 +62,7 @@ pub const Vec4h = vec.Vec(4, f16);
pub const Quath = q.Quat(f16);
pub const Mat3x3h = mat.Mat(3, 3, Vec4h);
pub const Mat4x4h = mat.Mat(4, 4, Vec4h);
pub const Rayh = ray.Ray(Vec3h);
/// Double-precision f64 types
pub const Vec2d = vec.Vec(2, f64);
@ -69,6 +71,7 @@ pub const Vec4d = vec.Vec(4, f64);
pub const Quatd = q.Quat(f64);
pub const Mat3x3d = mat.Mat(3, 3, Vec4d);
pub const Mat4x4d = mat.Mat(4, 4, Vec4d);
pub const Rayd = ray.Ray(Vec3d);
/// Standard f32 precision initializers
pub const vec2 = Vec2.init;
@ -94,10 +97,6 @@ pub const quatd = Quatd.init;
pub const mat3x3d = Mat3x3d.init;
pub const mat4x4d = Mat4x4d.init;
// Rays in 3 dimensional space
pub const Ray = ray.Ray;
pub const RayHit = ray.RayHit;
test {
testing.refAllDeclsRecursive(@This());
}