Add documentation for <Quaternion as Rotation<Point3<S>>>::rotate_vector
. Fixes #479.
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@ -729,6 +729,9 @@ impl<S: BaseFloat> Rotation<Point3<S>> for Quaternion<S> {
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Quaternion::from_sv(k + k_cos_theta, a.cross(b)).normalize()
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Quaternion::from_sv(k + k_cos_theta, a.cross(b)).normalize()
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}
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}
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/// Evaluate the conjugation of `vec` by `self`.
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///
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/// Note that `self` should be a unit quaternion (i.e. normalized) to represent a 3D rotation.
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#[inline]
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#[inline]
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fn rotate_vector(&self, vec: Vector3<S>) -> Vector3<S> {
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fn rotate_vector(&self, vec: Vector3<S>) -> Vector3<S> {
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self * vec
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self * vec
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