Rix rotation to mat3 conversion
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1 changed files with 5 additions and 5 deletions
10
src/angle.rs
10
src/angle.rs
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@ -245,16 +245,16 @@ pub impl<T:Copy Float> Rotation<T> {
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let _0: T = cast(0);
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let _0: T = cast(0);
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let _1: T = cast(1);
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let _1: T = cast(1);
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// let _0: T = Number::from(0); // FIXME: causes ICE
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// let _0: T = Number::from(0); // FIXME: causes ICE
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// let _1: T = Number::from(0); // FIXME: causes ICE
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// let _1: T = Number::from(1); // FIXME: causes ICE
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let t: T = _1 - c;
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let _1_c: T = _1 - c;
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let x = self.axis.x;
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let x = self.axis.x;
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let y = self.axis.y;
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let y = self.axis.y;
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let z = self.axis.z;
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let z = self.axis.z;
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Mat3::new(t * x * x + c, t * x * y + s * z, t * x * z - s * y,
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Mat3::new(_1_c * x * x + c, _1_c * x * y + s * z, _1_c * x * z - s * y,
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t * x * y - s * z, t * y * y + c, t * y * z + s * x,
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_1_c * x * y - s * z, _1_c * y * y + c, _1_c * y * z + s * x,
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t * x * z - s - y, t * y * z - s * x, t * z * z + c)
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_1_c * x * z + s * y, _1_c * y * z - s * x, _1_c * z * z + c)
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}
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}
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#[inline(always)]
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#[inline(always)]
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