use na::{Real, U2, U3, U4, Rotation3, Vector3, Unit, UnitComplex}; use aliases::{Vec, Mat}; /// Build the rotation matrix needed to align `normal` and `up`. pub fn orientation(normal: &Vec, up: &Vec) -> Mat { if let Some(r) = Rotation3::rotation_between(normal, up) { r.to_homogeneous() } else { Mat::::identity() } } /// Rotate a two dimensional vector. pub fn rotate2(v: &Vec, angle: N) -> Vec { UnitComplex::new(angle) * v } /// Rotate a three dimensional vector around an axis. pub fn rotate(v: &Vec, angle: N, normal: &Vec) -> Vec { Rotation3::from_axis_angle(&Unit::new_normalize(*normal), angle) * v } /// Rotate a thee dimensional vector in homogeneous coordinates around an axis. pub fn rotate4(v: &Vec, angle: N, normal: &Vec) -> Vec { Rotation3::from_axis_angle(&Unit::new_normalize(*normal), angle).to_homogeneous() * v } /// Rotate a three dimensional vector around the `X` axis. pub fn rotate_x(v: &Vec, angle: N) -> Vec { Rotation3::from_axis_angle(&Vector3::x_axis(), angle) * v } /// Rotate a three dimensional vector in homogeneous coordinates around the `X` axis. pub fn rotate_x4(v: &Vec, angle: N) -> Vec { Rotation3::from_axis_angle(&Vector3::x_axis(), angle).to_homogeneous() * v } /// Rotate a three dimensional vector around the `Y` axis. pub fn rotate_y(v: &Vec, angle: N) -> Vec { Rotation3::from_axis_angle(&Vector3::y_axis(), angle) * v } /// Rotate a three dimensional vector in homogeneous coordinates around the `Y` axis. pub fn rotate_y4(v: &Vec, angle: N) -> Vec { Rotation3::from_axis_angle(&Vector3::y_axis(), angle).to_homogeneous() * v } /// Rotate a three dimensional vector around the `Z` axis. pub fn rotate_z(v: &Vec, angle: N) -> Vec { Rotation3::from_axis_angle(&Vector3::z_axis(), angle) * v } /// Rotate a three dimensional vector in homogeneous coordinates around the `Z` axis. pub fn rotate_z4(v: &Vec, angle: N) -> Vec { Rotation3::from_axis_angle(&Vector3::z_axis(), angle).to_homogeneous() * v } /// Computes a spehical linear interpolation between the vectors `x` and `y` assumed to be normalized. pub fn slerp(x: &Vec, y: &Vec, a: N) -> Vec { Unit::new_unchecked(*x).slerp(&Unit::new_unchecked(*y), a).unwrap() }