Add implementation of RotationMatrix
for UnitQuat
.
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6db6db19fc
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@ -12,7 +12,7 @@ use structs::{Vec3, Pnt3, Rot3, Mat3};
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use traits::operations::{ApproxEq, Inv, POrd, POrdering, Axpy};
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use traits::structure::{Cast, Indexable, Iterable, IterableMut, Dim, Shape, BaseFloat, BaseNum,
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Bounded, Repeat};
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use traits::geometry::{Norm, Rotation, Rotate, RotationTo, Transform};
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use traits::geometry::{Norm, Rotation, RotationMatrix, Rotate, RotationTo, Transform};
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#[cfg(feature="arbitrary")]
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use quickcheck::{Arbitrary, Gen};
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@ -156,6 +156,8 @@ impl<N: ApproxEq<N> + BaseFloat> Div<Quat<N>> for Quat<N> {
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}
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}
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rand_impl!(Quat, w, i, j, k);
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/// A unit quaternion that can represent a 3D rotation.
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#[repr(C)]
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@ -246,8 +248,6 @@ impl<N: BaseFloat> UnitQuat<N> {
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}
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}
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rand_impl!(Quat, w, i, j, k);
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impl<N> UnitQuat<N> {
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/// Creates a new unit quaternion from a quaternion.
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@ -432,6 +432,15 @@ impl<N: BaseFloat> Rotation<Vec3<N>> for UnitQuat<N> {
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}
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}
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impl<N: BaseFloat> RotationMatrix<N, Vec3<N>, Vec3<N>> for UnitQuat<N> {
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type Output = Rot3<N>;
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#[inline]
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fn to_rot_mat(&self) -> Rot3<N> {
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self.to_rot()
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}
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}
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impl<N: BaseNum + Neg<Output = N>> Rotate<Vec3<N>> for UnitQuat<N> {
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#[inline]
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fn rotate(&self, v: &Vec3<N>) -> Vec3<N> {
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