forked from M-Labs/nalgebra
331 lines
11 KiB
Rust
331 lines
11 KiB
Rust
#[cfg(feature = "arbitrary")]
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use quickcheck::{Arbitrary, Gen};
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#[cfg(feature = "arbitrary")]
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use core::storage::Owned;
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#[cfg(feature = "arbitrary")]
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use core::dimension::U4;
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use rand::{Rand, Rng};
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use num::{Zero, One};
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use alga::general::Real;
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use core::{Unit, Vector, Vector4, Vector3};
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use core::storage::Storage;
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use core::dimension::U3;
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use geometry::{Quaternion, UnitQuaternion, Rotation};
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impl<N: Real> Quaternion<N> {
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/// Creates a quaternion from a 4D vector. The quaternion scalar part corresponds to the `w`
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/// vector component.
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#[inline]
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pub fn from_vector(vector: Vector4<N>) -> Self {
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Quaternion {
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coords: vector
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}
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}
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/// Creates a new quaternion from its individual components. Note that the arguments order does
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/// **not** follow the storage order.
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///
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/// The storage order is `[ x, y, z, w ]`.
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#[inline]
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pub fn new(w: N, x: N, y: N, z: N) -> Self {
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let v = Vector4::<N>::new(x, y, z, w);
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Self::from_vector(v)
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}
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/// Creates a new quaternion from its scalar and vector parts. Note that the arguments order does
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/// **not** follow the storage order.
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///
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/// The storage order is [ vector, scalar ].
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#[inline]
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// FIXME: take a reference to `vector`?
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pub fn from_parts<SB>(scalar: N, vector: Vector<N, U3, SB>) -> Self
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where SB: Storage<N, U3> {
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Self::new(scalar, vector[0], vector[1], vector[2])
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}
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/// Creates a new quaternion from its polar decomposition.
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///
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/// Note that `axis` is assumed to be a unit vector.
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// FIXME: take a reference to `axis`?
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pub fn from_polar_decomposition<SB>(scale: N, theta: N, axis: Unit<Vector<N, U3, SB>>) -> Self
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where SB: Storage<N, U3> {
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let rot = UnitQuaternion::<N>::from_axis_angle(&axis, theta * ::convert(2.0f64));
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rot.unwrap() * scale
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}
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/// The quaternion multiplicative identity.
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#[inline]
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pub fn identity() -> Self {
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Self::new(N::one(), N::zero(), N::zero(), N::zero())
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}
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}
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impl<N: Real> One for Quaternion<N> {
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#[inline]
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fn one() -> Self {
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Self::identity()
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}
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}
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impl<N: Real> Zero for Quaternion<N> {
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#[inline]
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fn zero() -> Self {
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Self::new(N::zero(), N::zero(), N::zero(), N::zero())
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}
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#[inline]
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fn is_zero(&self) -> bool {
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self.coords.is_zero()
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}
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}
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impl<N: Real + Rand> Rand for Quaternion<N> {
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#[inline]
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fn rand<R: Rng>(rng: &mut R) -> Self {
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Quaternion::new(rng.gen(), rng.gen(), rng.gen(), rng.gen())
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}
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}
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#[cfg(feature="arbitrary")]
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impl<N: Real + Arbitrary> Arbitrary for Quaternion<N>
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where Owned<N, U4>: Send {
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#[inline]
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fn arbitrary<G: Gen>(g: &mut G) -> Self {
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Quaternion::new(N::arbitrary(g), N::arbitrary(g),
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N::arbitrary(g), N::arbitrary(g))
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}
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}
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impl<N: Real> UnitQuaternion<N> {
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/// The quaternion multiplicative identity.
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#[inline]
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pub fn identity() -> Self {
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Self::new_unchecked(Quaternion::identity())
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}
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/// Creates a new quaternion from a unit vector (the rotation axis) and an angle
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/// (the rotation angle).
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#[inline]
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pub fn from_axis_angle<SB>(axis: &Unit<Vector<N, U3, SB>>, angle: N) -> Self
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where SB: Storage<N, U3> {
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let (sang, cang) = (angle / ::convert(2.0f64)).sin_cos();
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let q = Quaternion::from_parts(cang, axis.as_ref() * sang);
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Self::new_unchecked(q)
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}
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/// Creates a new unit quaternion from a quaternion.
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///
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/// The input quaternion will be normalized.
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#[inline]
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pub fn from_quaternion(q: Quaternion<N>) -> Self {
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Self::new_normalize(q)
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}
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/// Creates a new unit quaternion from Euler angles.
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///
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/// The primitive rotations are applied in order: 1 roll − 2 pitch − 3 yaw.
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#[inline]
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pub fn from_euler_angles(roll: N, pitch: N, yaw: N) -> Self {
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let (sr, cr) = (roll * ::convert(0.5f64)).sin_cos();
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let (sp, cp) = (pitch * ::convert(0.5f64)).sin_cos();
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let (sy, cy) = (yaw * ::convert(0.5f64)).sin_cos();
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let q = Quaternion::new(
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cr * cp * cy + sr * sp * sy,
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sr * cp * cy - cr * sp * sy,
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cr * sp * cy + sr * cp * sy,
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cr * cp * sy - sr * sp * cy);
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Self::new_unchecked(q)
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}
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/// Builds an unit quaternion from a rotation matrix.
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#[inline]
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pub fn from_rotation_matrix(rotmat: &Rotation<N, U3>) -> Self {
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// Robust matrix to quaternion transformation.
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// See http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion
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let tr = rotmat[(0, 0)] + rotmat[(1, 1)] + rotmat[(2, 2)];
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let res;
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let _0_25: N = ::convert(0.25);
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if tr > N::zero() {
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let denom = (tr + N::one()).sqrt() * ::convert(2.0);
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res = Quaternion::new(_0_25 * denom,
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(rotmat[(2, 1)] - rotmat[(1, 2)]) / denom,
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(rotmat[(0, 2)] - rotmat[(2, 0)]) / denom,
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(rotmat[(1, 0)] - rotmat[(0, 1)]) / denom);
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}
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else if rotmat[(0, 0)] > rotmat[(1, 1)] && rotmat[(0, 0)] > rotmat[(2, 2)] {
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let denom = (N::one() + rotmat[(0, 0)] - rotmat[(1, 1)] - rotmat[(2, 2)]).sqrt() * ::convert(2.0);
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res = Quaternion::new((rotmat[(2, 1)] - rotmat[(1, 2)]) / denom,
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_0_25 * denom,
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(rotmat[(0, 1)] + rotmat[(1, 0)]) / denom,
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(rotmat[(0, 2)] + rotmat[(2, 0)]) / denom);
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}
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else if rotmat[(1, 1)] > rotmat[(2, 2)] {
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let denom = (N::one() + rotmat[(1, 1)] - rotmat[(0, 0)] - rotmat[(2, 2)]).sqrt() * ::convert(2.0);
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res = Quaternion::new((rotmat[(0, 2)] - rotmat[(2, 0)]) / denom,
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(rotmat[(0, 1)] + rotmat[(1, 0)]) / denom,
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_0_25 * denom,
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(rotmat[(1, 2)] + rotmat[(2, 1)]) / denom);
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}
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else {
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let denom = (N::one() + rotmat[(2, 2)] - rotmat[(0, 0)] - rotmat[(1, 1)]).sqrt() * ::convert(2.0);
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res = Quaternion::new((rotmat[(1, 0)] - rotmat[(0, 1)]) / denom,
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(rotmat[(0, 2)] + rotmat[(2, 0)]) / denom,
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(rotmat[(1, 2)] + rotmat[(2, 1)]) / denom,
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_0_25 * denom);
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}
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Self::new_unchecked(res)
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}
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/// The unit quaternion needed to make `a` and `b` be collinear and point toward the same
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/// direction.
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#[inline]
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pub fn rotation_between<SB, SC>(a: &Vector<N, U3, SB>, b: &Vector<N, U3, SC>) -> Option<Self>
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where SB: Storage<N, U3>,
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SC: Storage<N, U3> {
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Self::scaled_rotation_between(a, b, N::one())
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}
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/// The smallest rotation needed to make `a` and `b` collinear and point toward the same
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/// direction, raised to the power `s`.
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#[inline]
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pub fn scaled_rotation_between<SB, SC>(a: &Vector<N, U3, SB>,
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b: &Vector<N, U3, SC>,
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s: N)
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-> Option<Self>
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where SB: Storage<N, U3>,
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SC: Storage<N, U3> {
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// FIXME: code duplication with Rotation.
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if let (Some(na), Some(nb)) = (a.try_normalize(N::zero()), b.try_normalize(N::zero())) {
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let c = na.cross(&nb);
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if let Some(axis) = Unit::try_new(c, N::default_epsilon()) {
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return Some(Self::from_axis_angle(&axis, na.dot(&nb).acos() * s))
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}
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// Zero or PI.
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if na.dot(&nb) < N::zero() {
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// PI
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//
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// The rotation axis is undefined but the angle not zero. This is not a
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// simple rotation.
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return None;
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}
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}
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Some(Self::identity())
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}
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/// Creates an unit quaternion that corresponds to the local frame of an observer standing at the
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/// origin and looking toward `dir`.
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///
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/// It maps the view direction `dir` to the positive `z` axis.
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///
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/// # Arguments
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/// * dir - The look direction, that is, direction the matrix `z` axis will be aligned with.
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/// * up - The vertical direction. The only requirement of this parameter is to not be
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/// collinear
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/// to `dir`. Non-collinearity is not checked.
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#[inline]
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pub fn new_observer_frame<SB, SC>(dir: &Vector<N, U3, SB>, up: &Vector<N, U3, SC>) -> Self
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where SB: Storage<N, U3>,
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SC: Storage<N, U3> {
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Self::from_rotation_matrix(&Rotation::<N, U3>::new_observer_frame(dir, up))
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}
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/// Builds a right-handed look-at view matrix without translation.
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///
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/// This conforms to the common notion of right handed look-at matrix from the computer
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/// graphics community.
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///
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/// # Arguments
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/// * eye - The eye position.
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/// * target - The target position.
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/// * up - A vector approximately aligned with required the vertical axis. The only
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/// requirement of this parameter is to not be collinear to `target - eye`.
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#[inline]
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pub fn look_at_rh<SB, SC>(dir: &Vector<N, U3, SB>, up: &Vector<N, U3, SC>) -> Self
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where SB: Storage<N, U3>,
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SC: Storage<N, U3> {
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Self::new_observer_frame(&-dir, up).inverse()
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}
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/// Builds a left-handed look-at view matrix without translation.
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///
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/// This conforms to the common notion of left handed look-at matrix from the computer
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/// graphics community.
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///
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/// # Arguments
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/// * eye - The eye position.
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/// * target - The target position.
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/// * up - A vector approximately aligned with required the vertical axis. The only
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/// requirement of this parameter is to not be collinear to `target - eye`.
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#[inline]
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pub fn look_at_lh<SB, SC>(dir: &Vector<N, U3, SB>, up: &Vector<N, U3, SC>) -> Self
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where SB: Storage<N, U3>,
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SC: Storage<N, U3> {
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Self::new_observer_frame(dir, up).inverse()
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}
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/// Creates a new unit quaternion rotation from a rotation axis scaled by the rotation angle.
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///
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/// If `axisangle` is zero, this returns the indentity rotation.
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#[inline]
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pub fn new<SB>(axisangle: Vector<N, U3, SB>) -> Self
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where SB: Storage<N, U3> {
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let two: N = ::convert(2.0f64);
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let q = Quaternion::<N>::from_parts(N::zero(), axisangle / two).exp();
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Self::new_unchecked(q)
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}
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/// Creates a new unit quaternion rotation from a rotation axis scaled by the rotation angle.
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///
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/// If `axisangle` is zero, this returns the indentity rotation.
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/// Same as `Self::new(axisangle)`.
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#[inline]
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pub fn from_scaled_axis<SB>(axisangle: Vector<N, U3, SB>) -> Self
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where SB: Storage<N, U3> {
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Self::new(axisangle)
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}
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}
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impl<N: Real> One for UnitQuaternion<N> {
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#[inline]
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fn one() -> Self {
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Self::identity()
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}
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}
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impl<N: Real + Rand> Rand for UnitQuaternion<N> {
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#[inline]
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fn rand<R: Rng>(rng: &mut R) -> Self {
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let axisangle = Vector3::rand(rng);
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UnitQuaternion::from_scaled_axis(axisangle)
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}
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}
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#[cfg(feature="arbitrary")]
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impl<N: Real + Arbitrary> Arbitrary for UnitQuaternion<N>
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where Owned<N, U4>: Send,
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Owned<N, U3>: Send {
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#[inline]
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fn arbitrary<G: Gen>(g: &mut G) -> Self {
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let axisangle = Vector3::arbitrary(g);
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UnitQuaternion::from_scaled_axis(axisangle)
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}
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}
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