nalgebra/src/geometry/quaternion_ops.rs

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/*
* This file provides:
* ===================
*
*
* (Quaternion)
*
* Index<usize>
* IndexMut<usize>
* Quaternion × Quaternion
* Quaternion + Quaternion
* Quaternion - Quaternion
* -Quaternion
* Quaternion × Scalar
* Quaternion ÷ Scalar
* Scalar × Quaternion
*
* (Unit Quaternion)
* UnitQuaternion × UnitQuaternion
* UnitQuaternion × RotationBase -> UnitQuaternion
* RotationBase × UnitQuaternion -> UnitQuaternion
*
* UnitQuaternion ÷ UnitQuaternion
* UnitQuaternion ÷ RotationBase -> UnitQuaternion
* RotationBase ÷ UnitQuaternion -> UnitQuaternion
*
*
* UnitQuaternion × PointBase
* UnitQuaternion × ColumnVector
* UnitQuaternion × Unit<ColumnVector>
*
* NOTE: -UnitQuaternion is already provided by `Unit<T>`.
*
*
* (Assignment Operators)
*
* Quaternion ×= Scalar
* Quaternion ×= Quaternion
* Quaternion += Quaternion
* Quaternion -= Quaternion
*
* UnitQuaternion ×= UnitQuaternion
* UnitQuaternion ×= RotationBase
*
* UnitQuaternion ÷= UnitQuaternion
* UnitQuaternion ÷= RotationBase
*
* FIXME: RotationBase ×= UnitQuaternion
* FIXME: RotationBase ÷= UnitQuaternion
*
*/
use std::ops::{Index, IndexMut, Neg, Add, AddAssign, Mul, MulAssign, Div, DivAssign, Sub, SubAssign};
use alga::general::Real;
use core::{ColumnVector, OwnedColumnVector, Unit};
use core::storage::{Storage, StorageMut};
use core::allocator::Allocator;
use core::dimension::{U1, U3, U4};
use geometry::{QuaternionBase, OwnedQuaternionBase, UnitQuaternionBase, OwnedUnitQuaternionBase,
PointBase, OwnedPoint, RotationBase};
impl<N, S> Index<usize> for QuaternionBase<N, S>
where N: Real,
S: Storage<N, U4, U1> {
type Output = N;
#[inline]
fn index(&self, i: usize) -> &N {
&self.coords[i]
}
}
impl<N, S> IndexMut<usize> for QuaternionBase<N, S>
where N: Real,
S: StorageMut<N, U4, U1> {
#[inline]
fn index_mut(&mut self, i: usize) -> &mut N {
&mut self.coords[i]
}
}
macro_rules! quaternion_op_impl(
($Op: ident, $op: ident;
($LhsRDim: ident, $LhsCDim: ident), ($RhsRDim: ident, $RhsCDim: ident);
$lhs: ident: $Lhs: ty, $rhs: ident: $Rhs: ty, Output = $Result: ty $(=> $VDimA: ty, $VDimB: ty)*;
$action: expr; $($lives: tt),*) => {
impl<$($lives ,)* N, SA, SB> $Op<$Rhs> for $Lhs
where N: Real,
SA: Storage<N, $LhsRDim, $LhsCDim>,
SB: Storage<N, $RhsRDim, $RhsCDim>,
$(SA::Alloc: Allocator<N, $VDimA, U1>,
SB::Alloc: Allocator<N, $VDimB, U1>)* {
type Output = $Result;
#[inline]
fn $op($lhs, $rhs: $Rhs) -> Self::Output {
$action
}
}
}
);
// Quaternion + Quaternion
quaternion_op_impl!(
Add, add;
(U4, U1), (U4, U1);
self: &'a QuaternionBase<N, SA>, rhs: &'b QuaternionBase<N, SB>, Output = OwnedQuaternionBase<N, SA::Alloc>;
QuaternionBase::from_vector(&self.coords + &rhs.coords);
'a, 'b);
quaternion_op_impl!(
Add, add;
(U4, U1), (U4, U1);
self: &'a QuaternionBase<N, SA>, rhs: QuaternionBase<N, SB>, Output = OwnedQuaternionBase<N, SB::Alloc>;
QuaternionBase::from_vector(&self.coords + rhs.coords);
'a);
quaternion_op_impl!(
Add, add;
(U4, U1), (U4, U1);
self: QuaternionBase<N, SA>, rhs: &'b QuaternionBase<N, SB>, Output = OwnedQuaternionBase<N, SA::Alloc>;
QuaternionBase::from_vector(self.coords + &rhs.coords);
'b);
quaternion_op_impl!(
Add, add;
(U4, U1), (U4, U1);
self: QuaternionBase<N, SA>, rhs: QuaternionBase<N, SB>, Output = OwnedQuaternionBase<N, SA::Alloc>;
QuaternionBase::from_vector(self.coords + rhs.coords);
);
// Quaternion - Quaternion
quaternion_op_impl!(
Sub, sub;
(U4, U1), (U4, U1);
self: &'a QuaternionBase<N, SA>, rhs: &'b QuaternionBase<N, SB>, Output = OwnedQuaternionBase<N, SA::Alloc>;
QuaternionBase::from_vector(&self.coords - &rhs.coords);
'a, 'b);
quaternion_op_impl!(
Sub, sub;
(U4, U1), (U4, U1);
self: &'a QuaternionBase<N, SA>, rhs: QuaternionBase<N, SB>, Output = OwnedQuaternionBase<N, SB::Alloc>;
QuaternionBase::from_vector(&self.coords - rhs.coords);
'a);
quaternion_op_impl!(
Sub, sub;
(U4, U1), (U4, U1);
self: QuaternionBase<N, SA>, rhs: &'b QuaternionBase<N, SB>, Output = OwnedQuaternionBase<N, SA::Alloc>;
QuaternionBase::from_vector(self.coords - &rhs.coords);
'b);
quaternion_op_impl!(
Sub, sub;
(U4, U1), (U4, U1);
self: QuaternionBase<N, SA>, rhs: QuaternionBase<N, SB>, Output = OwnedQuaternionBase<N, SA::Alloc>;
QuaternionBase::from_vector(self.coords - rhs.coords);
);
// Quaternion × Quaternion
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U4, U1);
self: &'a QuaternionBase<N, SA>, rhs: &'b QuaternionBase<N, SB>, Output = OwnedQuaternionBase<N, SA::Alloc>;
QuaternionBase::new(
self[3] * rhs[3] - self[0] * rhs[0] - self[1] * rhs[1] - self[2] * rhs[2],
self[3] * rhs[0] + self[0] * rhs[3] + self[1] * rhs[2] - self[2] * rhs[1],
self[3] * rhs[1] - self[0] * rhs[2] + self[1] * rhs[3] + self[2] * rhs[0],
self[3] * rhs[2] + self[0] * rhs[1] - self[1] * rhs[0] + self[2] * rhs[3]);
'a, 'b);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U4, U1);
self: &'a QuaternionBase<N, SA>, rhs: QuaternionBase<N, SB>, Output = OwnedQuaternionBase<N, SA::Alloc>;
self * &rhs;
'a);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U4, U1);
self: QuaternionBase<N, SA>, rhs: &'b QuaternionBase<N, SB>, Output = OwnedQuaternionBase<N, SA::Alloc>;
&self * rhs;
'b);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U4, U1);
self: QuaternionBase<N, SA>, rhs: QuaternionBase<N, SB>, Output = OwnedQuaternionBase<N, SA::Alloc>;
&self * &rhs;
);
// UnitQuaternion × UnitQuaternion
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U4, U1);
self: &'a UnitQuaternionBase<N, SA>, rhs: &'b UnitQuaternionBase<N, SB>, Output = OwnedUnitQuaternionBase<N, SA::Alloc>;
UnitQuaternionBase::new_unchecked(self.quaternion() * rhs.quaternion());
'a, 'b);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U4, U1);
self: &'a UnitQuaternionBase<N, SA>, rhs: UnitQuaternionBase<N, SB>, Output = OwnedUnitQuaternionBase<N, SA::Alloc>;
self * &rhs;
'a);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U4, U1);
self: UnitQuaternionBase<N, SA>, rhs: &'b UnitQuaternionBase<N, SB>, Output = OwnedUnitQuaternionBase<N, SA::Alloc>;
&self * rhs;
'b);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U4, U1);
self: UnitQuaternionBase<N, SA>, rhs: UnitQuaternionBase<N, SB>, Output = OwnedUnitQuaternionBase<N, SA::Alloc>;
&self * &rhs;
);
// UnitQuaternion ÷ UnitQuaternion
quaternion_op_impl!(
Div, div;
(U4, U1), (U4, U1);
self: &'a UnitQuaternionBase<N, SA>, rhs: &'b UnitQuaternionBase<N, SB>, Output = OwnedUnitQuaternionBase<N, SA::Alloc>;
self * rhs.inverse();
'a, 'b);
quaternion_op_impl!(
Div, div;
(U4, U1), (U4, U1);
self: &'a UnitQuaternionBase<N, SA>, rhs: UnitQuaternionBase<N, SB>, Output = OwnedUnitQuaternionBase<N, SA::Alloc>;
self / &rhs;
'a);
quaternion_op_impl!(
Div, div;
(U4, U1), (U4, U1);
self: UnitQuaternionBase<N, SA>, rhs: &'b UnitQuaternionBase<N, SB>, Output = OwnedUnitQuaternionBase<N, SA::Alloc>;
&self / rhs;
'b);
quaternion_op_impl!(
Div, div;
(U4, U1), (U4, U1);
self: UnitQuaternionBase<N, SA>, rhs: UnitQuaternionBase<N, SB>, Output = OwnedUnitQuaternionBase<N, SA::Alloc>;
&self / &rhs;
);
// UnitQuaternion × RotationBase
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U3);
self: &'a UnitQuaternionBase<N, SA>, rhs: &'b RotationBase<N, U3, SB>,
Output = OwnedUnitQuaternionBase<N, SA::Alloc> => U3, U3;
// FIXME: can we avoid the conversion from a rotation matrix?
self * OwnedUnitQuaternionBase::<N, SA::Alloc>::from_rotation_matrix(rhs);
'a, 'b);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U3);
self: &'a UnitQuaternionBase<N, SA>, rhs: RotationBase<N, U3, SB>,
Output = OwnedUnitQuaternionBase<N, SA::Alloc> => U3, U3;
self * OwnedUnitQuaternionBase::<N, SA::Alloc>::from_rotation_matrix(&rhs);
'a);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U3);
self: UnitQuaternionBase<N, SA>, rhs: &'b RotationBase<N, U3, SB>,
Output = OwnedUnitQuaternionBase<N, SA::Alloc> => U3, U3;
self * OwnedUnitQuaternionBase::<N, SA::Alloc>::from_rotation_matrix(rhs);
'b);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U3);
self: UnitQuaternionBase<N, SA>, rhs: RotationBase<N, U3, SB>,
Output = OwnedUnitQuaternionBase<N, SA::Alloc> => U3, U3;
self * OwnedUnitQuaternionBase::<N, SA::Alloc>::from_rotation_matrix(&rhs);
);
// UnitQuaternion ÷ RotationBase
quaternion_op_impl!(
Div, div;
(U4, U1), (U3, U3);
self: &'a UnitQuaternionBase<N, SA>, rhs: &'b RotationBase<N, U3, SB>,
Output = OwnedUnitQuaternionBase<N, SA::Alloc> => U3, U3;
// FIXME: can we avoid the conversion to a rotation matrix?
self / OwnedUnitQuaternionBase::<N, SA::Alloc>::from_rotation_matrix(rhs);
'a, 'b);
quaternion_op_impl!(
Div, div;
(U4, U1), (U3, U3);
self: &'a UnitQuaternionBase<N, SA>, rhs: RotationBase<N, U3, SB>,
Output = OwnedUnitQuaternionBase<N, SA::Alloc> => U3, U3;
self / OwnedUnitQuaternionBase::<N, SA::Alloc>::from_rotation_matrix(&rhs);
'a);
quaternion_op_impl!(
Div, div;
(U4, U1), (U3, U3);
self: UnitQuaternionBase<N, SA>, rhs: &'b RotationBase<N, U3, SB>,
Output = OwnedUnitQuaternionBase<N, SA::Alloc> => U3, U3;
self / OwnedUnitQuaternionBase::<N, SA::Alloc>::from_rotation_matrix(rhs);
'b);
quaternion_op_impl!(
Div, div;
(U4, U1), (U3, U3);
self: UnitQuaternionBase<N, SA>, rhs: RotationBase<N, U3, SB>,
Output = OwnedUnitQuaternionBase<N, SA::Alloc> => U3, U3;
self / OwnedUnitQuaternionBase::<N, SA::Alloc>::from_rotation_matrix(&rhs);
);
// RotationBase × UnitQuaternion
quaternion_op_impl!(
Mul, mul;
(U3, U3), (U4, U1);
self: &'a RotationBase<N, U3, SA>, rhs: &'b UnitQuaternionBase<N, SB>,
Output = OwnedUnitQuaternionBase<N, SB::Alloc> => U3, U3;
// FIXME: can we avoid the conversion from a rotation matrix?
OwnedUnitQuaternionBase::<N, SB::Alloc>::from_rotation_matrix(self) * rhs;
'a, 'b);
quaternion_op_impl!(
Mul, mul;
(U3, U3), (U4, U1);
self: &'a RotationBase<N, U3, SA>, rhs: UnitQuaternionBase<N, SB>,
Output = OwnedUnitQuaternionBase<N, SB::Alloc> => U3, U3;
OwnedUnitQuaternionBase::<N, SB::Alloc>::from_rotation_matrix(self) * rhs;
'a);
quaternion_op_impl!(
Mul, mul;
(U3, U3), (U4, U1);
self: RotationBase<N, U3, SA>, rhs: &'b UnitQuaternionBase<N, SB>,
Output = OwnedUnitQuaternionBase<N, SB::Alloc> => U3, U3;
OwnedUnitQuaternionBase::<N, SB::Alloc>::from_rotation_matrix(&self) * rhs;
'b);
quaternion_op_impl!(
Mul, mul;
(U3, U3), (U4, U1);
self: RotationBase<N, U3, SA>, rhs: UnitQuaternionBase<N, SB>,
Output = OwnedUnitQuaternionBase<N, SB::Alloc> => U3, U3;
OwnedUnitQuaternionBase::<N, SB::Alloc>::from_rotation_matrix(&self) * rhs;
);
// RotationBase ÷ UnitQuaternion
quaternion_op_impl!(
Div, div;
(U3, U3), (U4, U1);
self: &'a RotationBase<N, U3, SA>, rhs: &'b UnitQuaternionBase<N, SB>,
Output = OwnedUnitQuaternionBase<N, SB::Alloc> => U3, U3;
// FIXME: can we avoid the conversion from a rotation matrix?
OwnedUnitQuaternionBase::<N, SB::Alloc>::from_rotation_matrix(self) / rhs;
'a, 'b);
quaternion_op_impl!(
Div, div;
(U3, U3), (U4, U1);
self: &'a RotationBase<N, U3, SA>, rhs: UnitQuaternionBase<N, SB>,
Output = OwnedUnitQuaternionBase<N, SB::Alloc> => U3, U3;
OwnedUnitQuaternionBase::<N, SB::Alloc>::from_rotation_matrix(self) / rhs;
'a);
quaternion_op_impl!(
Div, div;
(U3, U3), (U4, U1);
self: RotationBase<N, U3, SA>, rhs: &'b UnitQuaternionBase<N, SB>,
Output = OwnedUnitQuaternionBase<N, SB::Alloc> => U3, U3;
OwnedUnitQuaternionBase::<N, SB::Alloc>::from_rotation_matrix(&self) / rhs;
'b);
quaternion_op_impl!(
Div, div;
(U3, U3), (U4, U1);
self: RotationBase<N, U3, SA>, rhs: UnitQuaternionBase<N, SB>,
Output = OwnedUnitQuaternionBase<N, SB::Alloc> => U3, U3;
OwnedUnitQuaternionBase::<N, SB::Alloc>::from_rotation_matrix(&self) / rhs;
);
// UnitQuaternion × Vector
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U1);
self: &'a UnitQuaternionBase<N, SA>, rhs: &'b ColumnVector<N, U3, SB>,
Output = OwnedColumnVector<N, U3, SA::Alloc> => U3, U4;
{
let two: N = ::convert(2.0f64);
let t = self.as_ref().vector().cross(rhs) * two;
let cross = self.as_ref().vector().cross(&t);
t * self.as_ref().scalar() + cross + rhs
};
'a, 'b);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U1);
self: &'a UnitQuaternionBase<N, SA>, rhs: ColumnVector<N, U3, SB>,
Output = OwnedColumnVector<N, U3, SA::Alloc> => U3, U4;
self * &rhs;
'a);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U1);
self: UnitQuaternionBase<N, SA>, rhs: &'b ColumnVector<N, U3, SB>,
Output = OwnedColumnVector<N, U3, SA::Alloc> => U3, U4;
&self * rhs;
'b);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U1);
self: UnitQuaternionBase<N, SA>, rhs: ColumnVector<N, U3, SB>,
Output = OwnedColumnVector<N, U3, SA::Alloc> => U3, U4;
&self * &rhs;
);
// UnitQuaternion × PointBase
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U1);
self: &'a UnitQuaternionBase<N, SA>, rhs: &'b PointBase<N, U3, SB>,
Output = OwnedPoint<N, U3, SA::Alloc> => U3, U4;
PointBase::from_coordinates(self * &rhs.coords);
'a, 'b);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U1);
self: &'a UnitQuaternionBase<N, SA>, rhs: PointBase<N, U3, SB>,
Output = OwnedPoint<N, U3, SA::Alloc> => U3, U4;
PointBase::from_coordinates(self * rhs.coords);
'a);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U1);
self: UnitQuaternionBase<N, SA>, rhs: &'b PointBase<N, U3, SB>,
Output = OwnedPoint<N, U3, SA::Alloc> => U3, U4;
PointBase::from_coordinates(self * &rhs.coords);
'b);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U1);
self: UnitQuaternionBase<N, SA>, rhs: PointBase<N, U3, SB>,
Output = OwnedPoint<N, U3, SA::Alloc> => U3, U4;
PointBase::from_coordinates(self * rhs.coords);
);
// UnitQuaternion × Unit<Vector>
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U1);
self: &'a UnitQuaternionBase<N, SA>, rhs: &'b Unit<ColumnVector<N, U3, SB>>,
Output = Unit<OwnedColumnVector<N, U3, SA::Alloc>> => U3, U4;
Unit::new_unchecked(self * rhs.as_ref());
'a, 'b);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U1);
self: &'a UnitQuaternionBase<N, SA>, rhs: Unit<ColumnVector<N, U3, SB>>,
Output = Unit<OwnedColumnVector<N, U3, SA::Alloc>> => U3, U4;
Unit::new_unchecked(self * rhs.unwrap());
'a);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U1);
self: UnitQuaternionBase<N, SA>, rhs: &'b Unit<ColumnVector<N, U3, SB>>,
Output = Unit<OwnedColumnVector<N, U3, SA::Alloc>> => U3, U4;
Unit::new_unchecked(self * rhs.as_ref());
'b);
quaternion_op_impl!(
Mul, mul;
(U4, U1), (U3, U1);
self: UnitQuaternionBase<N, SA>, rhs: Unit<ColumnVector<N, U3, SB>>,
Output = Unit<OwnedColumnVector<N, U3, SA::Alloc>> => U3, U4;
Unit::new_unchecked(self * rhs.unwrap());
);
macro_rules! scalar_op_impl(
($($Op: ident, $op: ident, $OpAssign: ident, $op_assign: ident);* $(;)*) => {$(
impl<N, S> $Op<N> for QuaternionBase<N, S>
where N: Real,
S: Storage<N, U4, U1> {
type Output = OwnedQuaternionBase<N, S::Alloc>;
#[inline]
fn $op(self, n: N) -> Self::Output {
QuaternionBase::from_vector(self.coords.$op(n))
}
}
impl<'a, N, S> $Op<N> for &'a QuaternionBase<N, S>
where N: Real,
S: Storage<N, U4, U1> {
type Output = OwnedQuaternionBase<N, S::Alloc>;
#[inline]
fn $op(self, n: N) -> Self::Output {
QuaternionBase::from_vector((&self.coords).$op(n))
}
}
impl<N, S> $OpAssign<N> for QuaternionBase<N, S>
where N: Real,
S: StorageMut<N, U4, U1> {
#[inline]
fn $op_assign(&mut self, n: N) {
self.coords.$op_assign(n)
}
}
)*}
);
scalar_op_impl!(
Mul, mul, MulAssign, mul_assign;
Div, div, DivAssign, div_assign;
);
macro_rules! left_scalar_mul_impl(
($($T: ty),* $(,)*) => {$(
impl<S> Mul<QuaternionBase<$T, S>> for $T
where S: Storage<$T, U4, U1> {
type Output = OwnedQuaternionBase<$T, S::Alloc>;
#[inline]
fn mul(self, right: QuaternionBase<$T, S>) -> Self::Output {
QuaternionBase::from_vector(self * right.coords)
}
}
impl<'b, S> Mul<&'b QuaternionBase<$T, S>> for $T
where S: Storage<$T, U4, U1> {
type Output = OwnedQuaternionBase<$T, S::Alloc>;
#[inline]
fn mul(self, right: &'b QuaternionBase<$T, S>) -> Self::Output {
QuaternionBase::from_vector(self * &right.coords)
}
}
)*}
);
left_scalar_mul_impl!(f32, f64);
impl<N, S> Neg for QuaternionBase<N, S>
where N: Real,
S: Storage<N, U4, U1> {
type Output = OwnedQuaternionBase<N, S::Alloc>;
#[inline]
fn neg(self) -> Self::Output {
QuaternionBase::from_vector(-self.coords)
}
}
impl<'a, N, S> Neg for &'a QuaternionBase<N, S>
where N: Real,
S: Storage<N, U4, U1> {
type Output = OwnedQuaternionBase<N, S::Alloc>;
#[inline]
fn neg(self) -> Self::Output {
QuaternionBase::from_vector(-&self.coords)
}
}
macro_rules! quaternion_op_impl(
($OpAssign: ident, $op_assign: ident;
($LhsRDim: ident, $LhsCDim: ident), ($RhsRDim: ident, $RhsCDim: ident);
$lhs: ident: $Lhs: ty, $rhs: ident: $Rhs: ty $(=> $VDimA: ty, $VDimB: ty)*;
$action: expr; $($lives: tt),*) => {
impl<$($lives ,)* N, SA, SB> $OpAssign<$Rhs> for $Lhs
where N: Real,
SA: StorageMut<N, $LhsRDim, $LhsCDim>,
SB: Storage<N, $RhsRDim, $RhsCDim>,
$(SA::Alloc: Allocator<N, $VDimA, U1> + Allocator<N, U4, U1>,
// ^^^^^^^^^^^^^^^^^^^^
// XXX: For some reasons, the compiler needs
// this bound to compile UnitQuat *= RotationBase.
// Though in theory this bound is already
// inherited from `SA: StorageMut`…
SB::Alloc: Allocator<N, $VDimB, U1>)* {
#[inline]
fn $op_assign(&mut $lhs, $rhs: $Rhs) {
$action
}
}
}
);
// Quaternion += Quaternion
quaternion_op_impl!(
AddAssign, add_assign;
(U4, U1), (U4, U1);
self: QuaternionBase<N, SA>, rhs: &'b QuaternionBase<N, SB>;
self.coords += &rhs.coords;
'b);
quaternion_op_impl!(
AddAssign, add_assign;
(U4, U1), (U4, U1);
self: QuaternionBase<N, SA>, rhs: QuaternionBase<N, SB>;
self.coords += rhs.coords; );
// Quaternion -= Quaternion
quaternion_op_impl!(
SubAssign, sub_assign;
(U4, U1), (U4, U1);
self: QuaternionBase<N, SA>, rhs: &'b QuaternionBase<N, SB>;
self.coords -= &rhs.coords;
'b);
quaternion_op_impl!(
SubAssign, sub_assign;
(U4, U1), (U4, U1);
self: QuaternionBase<N, SA>, rhs: QuaternionBase<N, SB>;
self.coords -= rhs.coords; );
// Quaternion ×= Quaternion
quaternion_op_impl!(
MulAssign, mul_assign;
(U4, U1), (U4, U1);
self: QuaternionBase<N, SA>, rhs: &'b QuaternionBase<N, SB>;
{
let res = &*self * rhs;
// FIXME: will this be optimized away?
self.coords.copy_from(&res.coords);
};
'b);
quaternion_op_impl!(
MulAssign, mul_assign;
(U4, U1), (U4, U1);
self: QuaternionBase<N, SA>, rhs: QuaternionBase<N, SB>;
*self *= &rhs; );
// UnitQuaternion ×= UnitQuaternion
quaternion_op_impl!(
MulAssign, mul_assign;
(U4, U1), (U4, U1);
self: UnitQuaternionBase<N, SA>, rhs: &'b UnitQuaternionBase<N, SB>;
{
let res = &*self * rhs;
self.as_mut_unchecked().coords.copy_from(&res.as_ref().coords);
};
'b);
quaternion_op_impl!(
MulAssign, mul_assign;
(U4, U1), (U4, U1);
self: UnitQuaternionBase<N, SA>, rhs: UnitQuaternionBase<N, SB>;
*self *= &rhs; );
// UnitQuaternion ÷= UnitQuaternion
quaternion_op_impl!(
DivAssign, div_assign;
(U4, U1), (U4, U1);
self: UnitQuaternionBase<N, SA>, rhs: &'b UnitQuaternionBase<N, SB>;
{
let res = &*self / rhs;
self.as_mut_unchecked().coords.copy_from(&res.as_ref().coords);
};
'b);
quaternion_op_impl!(
DivAssign, div_assign;
(U4, U1), (U4, U1);
self: UnitQuaternionBase<N, SA>, rhs: UnitQuaternionBase<N, SB>;
*self /= &rhs; );
// UnitQuaternion ×= RotationBase
quaternion_op_impl!(
MulAssign, mul_assign;
(U4, U1), (U3, U3);
self: UnitQuaternionBase<N, SA>, rhs: &'b RotationBase<N, U3, SB> => U3, U3;
{
let res = &*self * rhs;
self.as_mut_unchecked().coords.copy_from(&res.as_ref().coords);
};
'b);
quaternion_op_impl!(
MulAssign, mul_assign;
(U4, U1), (U3, U3);
self: UnitQuaternionBase<N, SA>, rhs: RotationBase<N, U3, SB> => U3, U3;
*self *= &rhs; );
// UnitQuaternion ÷= RotationBase
quaternion_op_impl!(
DivAssign, div_assign;
(U4, U1), (U3, U3);
self: UnitQuaternionBase<N, SA>, rhs: &'b RotationBase<N, U3, SB> => U3, U3;
{
let res = &*self / rhs;
self.as_mut_unchecked().coords.copy_from(&res.as_ref().coords);
};
'b);
quaternion_op_impl!(
DivAssign, div_assign;
(U4, U1), (U3, U3);
self: UnitQuaternionBase<N, SA>, rhs: RotationBase<N, U3, SB> => U3, U3;
*self /= &rhs; );