46 lines
1.1 KiB
Rust
46 lines
1.1 KiB
Rust
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use na::{Real, U2, U3, U4};
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pub fn orientation<N: Real>(Normal: &Vec<N, U3>, Up: &Vec<N, U3>) -> Mat<N, U4, U4> {
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unimplemented!()
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}
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pub fn rotate2<N: Real>(v: &Vec<N, U2>, angle: N) -> Vec<N, U2> {
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unimplemented!()
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}
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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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unimplemented!()
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}
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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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unimplemented!()
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}
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pub fn rotateX<N: Real>(v: &Vec<N, U3>, angle: N) -> Vec<N, U3> {
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unimplemented!()
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}
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pub fn rotateX4<N: Real>(v: &Vec<N, U4>, angle: N) -> Vec<N, U4> {
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unimplemented!()
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}
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pub fn rotateY<N: Real>(v: &Vec<N, U3>, angle: N) -> Vec<N, U3> {
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unimplemented!()
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}
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pub fn rotateY4<N: Real>(v: &Vec<N, U4>, angle: N) -> Vec<N, U4> {
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unimplemented!()
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}
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pub fn rotateZ<N: Real>(v: &Vec<N, U3>, angle: N) -> Vec<N, U3> {
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unimplemented!()
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}
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pub fn rotateZ4<N: Real>(v: &Vec<N, U4>, angle: N) -> Vec<N, U4> {
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unimplemented!()
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}
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pub fn slerp<N: Real>(x: &Vec<N, U3>, y: &Vec<N, U3>, a: N) -> Vec<N, U3> {
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unimplemented!()
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}
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