use na::{Real, Rotation3, Unit, UnitQuaternion, U3, U4}; use aliases::{Vec, Mat, Qua}; /// Builds a rotation 4 * 4 matrix created from a normalized axis and an angle. /// /// # Parameters /// * `m` - Input matrix multiplied by this rotation matrix. /// * `angle` - Rotation angle expressed in radians. /// * `axis` - Rotation axis, must be normalized. pub fn rotate_normalized_axis(m: &Mat, angle: N, axis: &Vec) -> Mat { m * Rotation3::from_axis_angle(&Unit::new_unchecked(*axis), angle).to_homogeneous() } /// Rotates a quaternion from a vector of 3 components normalized axis and an angle. /// /// # Parameters /// * `q` - Source orientation /// * `angle` - Angle expressed in radians. /// * `axis` - Normalized axis of the rotation, must be normalized. pub fn quat_rotate_normalized_axis(q: &Qua, angle: N, axis: &Vec) -> Qua { q * UnitQuaternion::from_axis_angle(&Unit::new_unchecked(*axis), angle).unwrap() }