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Reimplement Projection in rust #143

@lilizoey

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@lilizoey

The classes Basis, Transform2D, Transform3D, and Projection, are all matrix-based classes. All of them except Projection have most of their methods largely reimplemented in rust, mainly for performance reasons as crossing the ffi-boundary can be expensive.

Projection is mainly used as a 4x4 graphics projection matrix. So if you're familiar with graphics programming this would be a good thing to do.

The projection impl should ideally look similar to Basis, Transform2D, and Transform3D.

In addition, writing tests would be needed. Both unit tests for code that can be tested entirely in rust, but also integration tests. See here for an example of what integration tests could look like.

The original PR, #124, that added Projection and the other matrix-types to the bindings can also be useful to look at.

For more information about Projection see:
docs
source code

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    c: coreCore componentsgood first issueGood for newcomersquality-of-lifeNo new functionality, but improves ergonomics/internals

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