module Quaternion ( rotateToZ , vToQuat , module Linear.Quaternion ) where import Geometry.Data import Geometry.Vector3D import qualified Linear.Quaternion as Q import Linear.Quaternion -- apply a rotation as if the z axis moves to the new point. -- i think this may instead do as if the new point moves to be on z axis rotateToZ :: Point3 -> Point3 -> Point3 rotateToZ z1 | cprod == V3 0 0 0 = id | otherwise = Q.rotate $ Q.axisAngle cprod (angleVV3 z1 (V3 0 0 1)) where cprod = crossProd z1 (V3 0 0 1) vToQuat :: Point3 -> Point3 -> Q.Quaternion Float vToQuat a b | cprod == V3 0 0 0 = Q.axisAngle (V3 0 0 1) 0 | otherwise = Q.axisAngle cprod (angleVV3 a b) where cprod = crossProd a b