2018-09-21 01:54:12 +08:00
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use na::{Real, Unit, Rotation3, Matrix4, U3, U4};
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use traits::Number;
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use aliases::{Vec, Mat};
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2018-09-22 19:18:59 +08:00
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/// Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in radians.
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2018-09-22 23:36:08 +08:00
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pub fn rotation<N: Real>(angle: N, v: &Vec<N, U3>) -> Mat<N, U4, U4> {
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2018-09-21 01:54:12 +08:00
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Rotation3::from_axis_angle(&Unit::new_normalize(*v), angle).to_homogeneous()
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}
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2018-09-22 23:36:08 +08:00
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/// A 4 * 4 scale matrix created from a vector of 3 components.
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pub fn scaling<N: Number>(v: &Vec<N, U3>) -> Mat<N, U4, U4> {
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2018-09-21 01:54:12 +08:00
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Matrix4::new_nonuniform_scaling(v)
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}
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2018-09-22 19:18:59 +08:00
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/// Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars.
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2018-09-22 23:36:08 +08:00
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pub fn translation<N: Number>(v: &Vec<N, U3>) -> Mat<N, U4, U4> {
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2018-09-21 01:54:12 +08:00
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Matrix4::new_translation(v)
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}
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