nalgebra/nalgebra-glm/src/gtx_rotate_vector.rs

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use na::{Real, U2, U3, U4, Rotation3, Vector3, Unit, UnitComplex};
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use aliases::{Vec, Mat};
pub fn orientation<N: Real>(normal: &Vec<N, U3>, up: &Vec<N, U3>) -> Mat<N, U4, U4> {
if let Some(r) = Rotation3::rotation_between(normal, up) {
r.to_homogeneous()
} else {
Mat::<N, U4, U4>::identity()
}
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}
pub fn rotate2<N: Real>(v: &Vec<N, U2>, angle: N) -> Vec<N, U2> {
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UnitComplex::new(angle) * v
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}
pub fn rotate<N: Real>(v: &Vec<N, U3>, angle: N, normal: &Vec<N, U3>) -> Vec<N, U3> {
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Rotation3::from_axis_angle(&Unit::new_normalize(*normal), angle) * v
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}
pub fn rotate4<N: Real>(v: &Vec<N, U4>, angle: N, normal: &Vec<N, U3>) -> Vec<N, U4> {
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Rotation3::from_axis_angle(&Unit::new_normalize(*normal), angle).to_homogeneous() * v
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}
pub fn rotateX<N: Real>(v: &Vec<N, U3>, angle: N) -> Vec<N, U3> {
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Rotation3::from_axis_angle(&Vector3::x_axis(), angle) * v
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}
pub fn rotateX4<N: Real>(v: &Vec<N, U4>, angle: N) -> Vec<N, U4> {
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Rotation3::from_axis_angle(&Vector3::x_axis(), angle).to_homogeneous() * v
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}
pub fn rotateY<N: Real>(v: &Vec<N, U3>, angle: N) -> Vec<N, U3> {
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Rotation3::from_axis_angle(&Vector3::y_axis(), angle) * v
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}
pub fn rotateY4<N: Real>(v: &Vec<N, U4>, angle: N) -> Vec<N, U4> {
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Rotation3::from_axis_angle(&Vector3::y_axis(), angle).to_homogeneous() * v
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}
pub fn rotateZ<N: Real>(v: &Vec<N, U3>, angle: N) -> Vec<N, U3> {
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Rotation3::from_axis_angle(&Vector3::z_axis(), angle) * v
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}
pub fn rotateZ4<N: Real>(v: &Vec<N, U4>, angle: N) -> Vec<N, U4> {
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Rotation3::from_axis_angle(&Vector3::z_axis(), angle).to_homogeneous() * v
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}
pub fn slerp<N: Real>(x: &Vec<N, U3>, y: &Vec<N, U3>, a: N) -> Vec<N, U3> {
unimplemented!()
}