Update slice->view in nalgebra-glm
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@ -93,6 +93,6 @@ pub fn mat3_to_quat<T: RealNumber>(x: &TMat3<T>) -> Qua<T> {
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/// Converts a rotation matrix in homogeneous coordinates to a quaternion.
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pub fn to_quat<T: RealNumber>(x: &TMat4<T>) -> Qua<T> {
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let rot = x.fixed_slice::<3, 3>(0, 0).into_owned();
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let rot = x.fixed_view::<3, 3>(0, 0).into_owned();
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mat3_to_quat(&rot)
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}
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@ -7,7 +7,7 @@ pub fn proj2d<T: Number>(m: &TMat3<T>, normal: &TVec2<T>) -> TMat3<T> {
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let mut res = TMat3::identity();
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{
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let mut part = res.fixed_slice_mut::<2, 2>(0, 0);
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let mut part = res.fixed_view_mut::<2, 2>(0, 0);
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part -= normal * normal.transpose();
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}
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@ -19,7 +19,7 @@ pub fn proj<T: Number>(m: &TMat4<T>, normal: &TVec3<T>) -> TMat4<T> {
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let mut res = TMat4::identity();
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{
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let mut part = res.fixed_slice_mut::<3, 3>(0, 0);
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let mut part = res.fixed_view_mut::<3, 3>(0, 0);
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part -= normal * normal.transpose();
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}
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@ -31,7 +31,7 @@ pub fn reflect2d<T: RealNumber>(m: &TMat3<T>, normal: &TVec2<T>) -> TMat3<T> {
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let mut res = TMat3::identity();
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{
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let mut part = res.fixed_slice_mut::<2, 2>(0, 0);
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let mut part = res.fixed_view_mut::<2, 2>(0, 0);
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part -= (normal * T::from_subset(&2.0)) * normal.transpose();
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}
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@ -43,7 +43,7 @@ pub fn reflect<T: RealNumber>(m: &TMat4<T>, normal: &TVec3<T>) -> TMat4<T> {
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let mut res = TMat4::identity();
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{
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let mut part = res.fixed_slice_mut::<3, 3>(0, 0);
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let mut part = res.fixed_view_mut::<3, 3>(0, 0);
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part -= (normal * T::from_subset(&2.0)) * normal.transpose();
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}
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