260 lines
7.6 KiB
Rust
260 lines
7.6 KiB
Rust
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// Copyright 2013 The Lmath Developers. For a full listing of the authors,
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// refer to the AUTHORS file at the top-level directory of this distribution.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//! Various three-dimensional rotation types that are useful for constructing
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//! matricies and quaternions.
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//!
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//! # Examples
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//!
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//! ~~~rust
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//! Euler::new::<f32>(1.0, 2.0, 0.0).to_mat3()
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//! ~~~
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//!
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//! ~~~rust
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//! AxisY::<f32>(0.3).to_quat()
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//! ~~~
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use math::{Dimensioned, SwapComponents};
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use math::{Mat3, ToMat3};
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use math::{Quat, ToQuat};
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use math::{Vec3, ToVec3, AsVec3};
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/// A generic rotation
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pub trait Rotation<T>: Eq
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+ ApproxEq<T>
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+ ToMat3<T>
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+ ToQuat<T> {}
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/// Euler angles
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///
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/// # Fields
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///
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/// - `pitch`: the angular rotation around the `x` axis in radians
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/// - `yaw`: the angular rotation around the `y` axis in radians
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/// - `roll`: the angular rotation around the `z` axis in radians
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#[deriving(Eq, Clone)]
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pub struct Euler<T> { pitch: T, yaw: T, roll: T }
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impl_dimensioned!(Euler, T, 3)
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impl_to_vec!(Euler, 3)
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impl_as_vec!(Euler, 3)
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impl_swap_components!(Euler)
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impl_approx!(Euler { pitch, yaw, roll })
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pub trait ToEuler<T> {
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pub fn to_euler(&self) -> Euler<T>;
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}
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impl<T:Float> Euler<T> {
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#[inline]
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pub fn new(pitch: T, yaw: T, roll: T) -> Euler<T> {
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Euler { pitch: pitch, yaw: yaw, roll: roll }
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}
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}
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impl<T:Float> ToQuat<T> for Euler<T> {
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pub fn to_quat(&self) -> Quat<T> {
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// http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Conversion
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let xdiv2 = self.pitch / two!(T);
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let ydiv2 = self.yaw / two!(T);
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let zdiv2 = self.roll / two!(T);
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Quat::new(zdiv2.cos() * xdiv2.cos() * ydiv2.cos() + zdiv2.sin() * xdiv2.sin() * ydiv2.sin(),
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zdiv2.sin() * xdiv2.cos() * ydiv2.cos() - zdiv2.cos() * xdiv2.sin() * ydiv2.sin(),
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zdiv2.cos() * xdiv2.sin() * ydiv2.cos() + zdiv2.sin() * xdiv2.cos() * ydiv2.sin(),
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zdiv2.cos() * xdiv2.cos() * ydiv2.sin() - zdiv2.sin() * xdiv2.sin() * ydiv2.cos())
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}
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}
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impl<T:Float> ToMat3<T> for Euler<T> {
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pub fn to_mat3(&self) -> Mat3<T> {
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// http://en.wikipedia.org/wiki/Rotation_matrix#General_rotations
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let cx = self.pitch.cos();
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let sx = self.pitch.sin();
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let cy = self.yaw.cos();
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let sy = self.yaw.sin();
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let cz = self.roll.cos();
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let sz = self.roll.sin();
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Mat3::new(cy * cz, cy * sz, -sy,
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-cx * sz + sx * sy * cz, cx * cz + sx * sy * sz, sx * cy,
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sx * sz + cx * sy * cz, -sx * cz + cx * sy * sz, cx * cy)
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}
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}
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#[cfg(test)]
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mod euler_tests {
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// TODO
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}
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/// A rotation about an arbitrary axis
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///
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/// # Fields
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///
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/// - `axis`: The axis vector about which to rotate.
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/// - `angle`: The angle of rotation in radians.
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#[deriving(Eq, Clone)]
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pub struct AxisAngle<T> {
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axis: Vec3<T>,
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angle: T,
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}
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impl_approx!(AxisAngle { axis, angle })
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pub trait ToAxisAngle<T> {
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pub fn to_axis_angle(&self) -> AxisAngle<T>;
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}
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impl<T:Float> AxisAngle<T> {
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pub fn new(axis: Vec3<T>, angle: T) -> AxisAngle<T> {
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AxisAngle { axis: axis, angle: angle }
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}
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}
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impl<T:Float> ToQuat<T> for AxisAngle<T> {
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pub fn to_quat(&self) -> Quat<T> {
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let half = self.angle / two!(T);
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Quat::from_sv(half.cos(), self.axis.mul_t(half.sin()))
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}
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}
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impl<T:Float> ToMat3<T> for AxisAngle<T> {
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pub fn to_mat3(&self) -> Mat3<T> {
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let c = self.angle.cos();
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let s = self.angle.sin();
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let _1_c = one!(T) - c;
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Mat3::new(_1_c * self.axis.x * self.axis.x + c,
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_1_c * self.axis.x * self.axis.y + s * self.axis.z,
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_1_c * self.axis.x * self.axis.z - s * self.axis.y,
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_1_c * self.axis.x * self.axis.y - s * self.axis.z,
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_1_c * self.axis.y * self.axis.y + c,
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_1_c * self.axis.y * self.axis.z + s * self.axis.x,
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_1_c * self.axis.x * self.axis.z + s * self.axis.y,
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_1_c * self.axis.y * self.axis.z - s * self.axis.x,
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_1_c * self.axis.z * self.axis.z + c)
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}
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}
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#[cfg(test)]
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mod axis_angle_tests {
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use math::mat::*;
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use math::quat::*;
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use math::rotation::*;
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use math::vec::*;
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#[test]
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fn test_to_quat() {
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let v = Vec3::new(1f, 0f, 0f);
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let q = AxisAngle::new(Vec3::new(0f, 0f, -1f), (-45f).to_radians()).to_quat();
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// http://www.wolframalpha.com/input/?i={1,0}+rotate+-45+degrees
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assert_approx_eq!(q.mul_v(&v), Vec3::new(1f/2f.sqrt(), 1f/2f.sqrt(), 0f));
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assert_eq!(q.mul_v(&v).magnitude(), v.magnitude());
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assert_approx_eq!(q.to_mat3(), Mat3::new( 1f/2f.sqrt(), 1f/2f.sqrt(), 0f,
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-1f/2f.sqrt(), 1f/2f.sqrt(), 0f,
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0f, 0f, 1f));
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}
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}
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/// An angle around the X axis (pitch), in radians.
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#[deriving(Eq, Clone)]
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pub struct AngleX<T>(T);
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impl_approx!(AngleX)
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impl<T:Float> ToQuat<T> for AngleX<T> {
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pub fn to_quat(&self) -> Quat<T> {
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Quat::new(((**self) / two!(T)).cos(), (**self).sin(), zero!(T), zero!(T))
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}
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}
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impl<T:Clone + Float> ToMat3<T> for AngleX<T> {
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pub fn to_mat3(&self) -> Mat3<T> {
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// http://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations
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let cos_theta = (**self).cos();
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let sin_theta = (**self).sin();
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Mat3::new(one!(T), zero!(T), zero!(T),
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zero!(T), cos_theta.clone(), sin_theta.clone(),
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zero!(T), -sin_theta.clone(), cos_theta.clone())
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}
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}
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#[cfg(test)]
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mod angle_x_tests {
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// TODO
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}
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/// An angle around the X axis (yaw), in radians.
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#[deriving(Eq, Clone)]
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pub struct AngleY<T>(T);
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impl_approx!(AngleY)
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impl<T:Float> ToQuat<T> for AngleY<T> {
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pub fn to_quat(&self) -> Quat<T> {
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Quat::new(((**self) / two!(T)).cos(), zero!(T), (**self).sin(), zero!(T))
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}
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}
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impl<T:Clone + Float> ToMat3<T> for AngleY<T> {
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pub fn to_mat3(&self) -> Mat3<T> {
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// http://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations
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let cos_theta = (**self).cos();
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let sin_theta = (**self).sin();
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Mat3::new(cos_theta.clone(), zero!(T), -sin_theta.clone(),
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zero!(T), one!(T), zero!(T),
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sin_theta.clone(), zero!(T), cos_theta.clone())
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}
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}
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#[cfg(test)]
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mod angle_y_tests {
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// TODO
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}
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/// An angle around the Z axis (roll), in radians.
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#[deriving(Eq, Clone)]
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pub struct AngleZ<T>(T);
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impl_approx!(AngleZ)
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impl<T:Float> ToQuat<T> for AngleZ<T> {
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pub fn to_quat(&self) -> Quat<T> {
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Quat::new(((**self) / two!(T)).cos(), zero!(T), zero!(T), (**self).sin())
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}
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}
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impl<T:Clone + Float> ToMat3<T> for AngleZ<T> {
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pub fn to_mat3(&self) -> Mat3<T> {
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// http://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations
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let cos_theta = (**self).cos();
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let sin_theta = (**self).sin();
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Mat3::new(cos_theta.clone(), sin_theta.clone(), zero!(T),
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-sin_theta.clone(), cos_theta.clone(), zero!(T),
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zero!(T), zero!(T), one!(T))
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}
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}
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#[cfg(test)]
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mod angle_z_tests {
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// TODO
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}
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