Files
loop/src/Quaternion.hs
T

16 lines
396 B
Haskell

module Quaternion
( rotateToZ
)
where
import Geometry.Data
import Geometry.Vector3D
import qualified Linear.Quaternion as Q
-- apply a rotation as if the z axis moves to the new point.
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)