Make Iso::look_at{_z} static.
This did not need to access `self`. Fix #161.
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@ -69,9 +69,8 @@ impl<N: Clone + BaseFloat> Iso3<N> {
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/// aligned with.
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/// aligned with.
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/// * up - Vector pointing up. The only requirement of this parameter is to not be colinear
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/// * up - Vector pointing up. The only requirement of this parameter is to not be colinear
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/// with `at`. Non-colinearity is not checked.
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/// with `at`. Non-colinearity is not checked.
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pub fn look_at(&mut self, eye: &Pnt3<N>, at: &Pnt3<N>, up: &Vec3<N>) {
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pub fn look_at(eye: &Pnt3<N>, at: &Pnt3<N>, up: &Vec3<N>) -> Iso3<N> {
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self.rotation = Rot3::look_at(&(*at - *eye), up);
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Iso3::new_with_rotmat(eye.as_vec().clone(), Rot3::look_at(&(*at - *eye), up))
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self.translation = eye.as_vec().clone();
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}
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}
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/// Reorient and translate this transformation such that its local `z` axis points to a given
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/// Reorient and translate this transformation such that its local `z` axis points to a given
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@ -83,9 +82,8 @@ impl<N: Clone + BaseFloat> Iso3<N> {
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/// aligned with
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/// aligned with
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/// * up - Vector pointing `up`. The only requirement of this parameter is to not be colinear
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/// * up - Vector pointing `up`. The only requirement of this parameter is to not be colinear
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/// with `at`. Non-colinearity is not checked.
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/// with `at`. Non-colinearity is not checked.
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pub fn look_at_z(&mut self, eye: &Pnt3<N>, at: &Pnt3<N>, up: &Vec3<N>) {
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pub fn look_at_z(eye: &Pnt3<N>, at: &Pnt3<N>, up: &Vec3<N>) -> Iso3<N> {
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self.rotation = Rot3::look_at_z(&(*at - *eye), up);
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Iso3::new_with_rotmat(eye.as_vec().clone(), Rot3::look_at_z(&(*at - *eye), up))
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self.translation = eye.as_vec().clone();
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}
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}
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}
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}
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