Add 3d cross-product matrix construction from a vector.
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@ -23,6 +23,9 @@ This project adheres to [Semantic Versioning](http://semver.org/).
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* `UnitQuaternion::scaled_rotation_between_axis` and
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`UnitQuaternion::rotation_between_axis` that take Unit vectors instead of
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Vector as arguments.
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* `.cross_matrix()` returns the cross-product matrix of a given vector, i.e.,
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the matrix `M` such that for all vector `v` we have `M * v ==
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self.cross(&v)`.
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@ -16,8 +16,8 @@ use abomonation::Abomonation;
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use alga::general::{Ring, Real};
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use core::{Scalar, DefaultAllocator, Unit, VectorN, MatrixMN};
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use core::dimension::{Dim, DimAdd, DimSum, U1, U2};
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use core::{Scalar, DefaultAllocator, Unit, VectorN, MatrixN, MatrixMN};
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use core::dimension::{Dim, DimAdd, DimSum, U1, U2, U3};
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use core::constraint::{ShapeConstraint, SameNumberOfRows, SameNumberOfColumns, DimEq};
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use core::iter::{MatrixIter, MatrixIterMut};
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use core::allocator::{Allocator, SameShapeAllocator, SameShapeR, SameShapeC};
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@ -895,6 +895,17 @@ impl<N: Scalar + Ring, R: Dim, C: Dim, S: Storage<N, R, C>> Matrix<N, R, C, S> {
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}
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}
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impl<N: Real, S: Storage<N, U3>> Vector<N, U3, S>
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where DefaultAllocator: Allocator<N, U3> {
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/// Computes the matrix `M` such that for all vector `v` we have `M * v == self.cross(&v)`.
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#[inline]
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pub fn cross_matrix(&self) -> MatrixN<N, U3> {
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MatrixN::<N, U3>::new(N::zero(), -self[2], self[1],
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self[2], N::zero(), -self[0],
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-self[1], self[0], N::zero())
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}
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}
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impl<N: Real, R: Dim, C: Dim, S: Storage<N, R, C>> Matrix<N, R, C, S> {
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/// The smallest angle between two vectors.
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#[inline]
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