Struct ultraviolet::rotor::DRotor3 [−][src]
Expand description
A Rotor in 3d space.
Please see the module level documentation for more information on rotors!
Fields
s: f64bv: DBivec3Implementations
impl DRotor3[src]
impl DRotor3[src]pub const fn new(scalar: f64, bivector: DBivec3) -> Self[src]
pub fn identity() -> Self[src]
pub fn from_rotation_between(from: DVec3, to: DVec3) -> Self[src]
pub fn from_rotation_between(from: DVec3, to: DVec3) -> Self[src]Construct a Rotor that rotates one vector to another.
pub fn from_angle_plane(angle: f64, plane: DBivec3) -> Self[src]
pub fn from_angle_plane(angle: f64, plane: DBivec3) -> Self[src]Construct a rotor given a bivector which defines a plane and rotation orientation, and a rotation angle.
plane must be normalized!
This is the equivalent of an axis-angle rotation.
pub fn into_angle_plane(self) -> (f64, DBivec3)[src]
pub fn into_angle_plane(self) -> (f64, DBivec3)[src]Return the angle and the normalized plane of the rotation represented by self. The value of the returned angle is between 0 and PI.
pub fn from_rotation_xy(angle: f64) -> Self[src]
pub fn from_rotation_xy(angle: f64) -> Self[src]Create new Rotor from a rotation in the xy plane (also known as “around the z axis”).
pub fn from_rotation_xz(angle: f64) -> Self[src]
pub fn from_rotation_xz(angle: f64) -> Self[src]Create new Rotor from a rotation in the xz plane (also known as “around the y axis”).
pub fn from_rotation_yz(angle: f64) -> Self[src]
pub fn from_rotation_yz(angle: f64) -> Self[src]Create new Rotor from a rotation in the yz plane (also known as “around the x axis”).
pub fn from_euler_angles(roll: f64, pitch: f64, yaw: f64) -> Self[src]
pub fn from_euler_angles(roll: f64, pitch: f64, yaw: f64) -> Self[src]Angles are applied in the order roll -> pitch -> yaw
- Roll is rotation inside the xy plane (“around the z axis”)
- Pitch is rotation inside the yz plane (“around the x axis”)
- Yaw is rotation inside the xz plane (“around the y axis”)
pub fn mag_sq(&self) -> f64[src]
pub fn mag(&self) -> f64[src]
pub fn normalize(&mut self)[src]
#[must_use = "Did you mean to use `.normalize()` to normalize `self` in place?"]pub fn normalized(&self) -> Self[src]
pub fn reverse(&mut self)[src]
pub fn reversed(&self) -> Self[src]
pub fn dot(&self, rhs: Self) -> f64[src]
pub fn rotate_by(&mut self, rhs: Self)[src]
pub fn rotate_by(&mut self, rhs: Self)[src]Rotates this rotor by another rotor in-place. Note that if you are looking to compose rotations which will then be applied to another object/vector (you probably are), you should NOT use this operation. Rather, just use regular left-multiplication as in matrix composition, i.e.
second_rotor * first_rotor
pub fn rotated_by(self, rhs: Self) -> Self[src]
pub fn rotated_by(self, rhs: Self) -> Self[src]Rotates this rotor by another rotor and returns the result. Note that if you are looking to compose rotations, you should NOT use this operation and rather just use regular left-multiplication like as in matrix composition, i.e.
second_rotor * first_rotor
pub fn rotate_vec(self, vec: &mut DVec3)[src]
pub fn rotate_vec(self, vec: &mut DVec3)[src]Rotates a vector by this rotor.
self must be normalized!
pub fn rotate_vecs(self, vecs: &mut [DVec3])[src]
pub fn rotate_vecs(self, vecs: &mut [DVec3])[src]Rotates multiple vectors by this rotor.
This will be faster than calling rotate_vec individually on many vecs
as intermediate values can be precomputed once and applied to each vector.
self must be normalized!
pub fn into_matrix(self) -> DMat3[src]
pub fn into_quaternion_array(self) -> [f64; 4][src]
pub fn into_quaternion_array(self) -> [f64; 4][src]Convert this rotor into an array that represents a quaternion. This is in the form
[vector, scalar].
pub fn from_quaternion_array(array: [f64; 4]) -> Self[src]
pub fn from_quaternion_array(array: [f64; 4]) -> Self[src]Convert an array that represents a quaternion in the form [vector, scalar] into a
rotor.
pub fn layout() -> Layout[src]
Trait Implementations
impl AddAssign<DRotor3> for DRotor3[src]
impl AddAssign<DRotor3> for DRotor3[src]fn add_assign(&mut self, rhs: Self)[src]
fn add_assign(&mut self, rhs: Self)[src]Performs the += operation. Read more
impl DivAssign<f64> for DRotor3[src]
impl DivAssign<f64> for DRotor3[src]fn div_assign(&mut self, rhs: f64)[src]
fn div_assign(&mut self, rhs: f64)[src]Performs the /= operation. Read more
impl Lerp<f64> for DRotor3[src]
impl Lerp<f64> for DRotor3[src]fn lerp(&self, end: Self, t: f64) -> Self[src]
fn lerp(&self, end: Self, t: f64) -> Self[src]Linearly interpolate between self and end by t between 0.0 and 1.0.
i.e. (1.0 - t) * self + (t) * end.
For interpolating Rotors with linear interpolation, you almost certainly
want to normalize the returned Rotor. For example,
let interpolated_rotor = rotor1.lerp(rotor2, 0.5).normalized();
For most cases (especially where performance is the primary concern, like in
animation interpolation for games, this ‘normalized lerp’ or ‘nlerp’ is probably
what you want to use. However, there are situations in which you really want
the interpolation between two Rotors to be of constant angular velocity. In this
case, check out Slerp.
impl Mul<DIsometry3> for DRotor3[src]
impl Mul<DIsometry3> for DRotor3[src]type Output = DIsometry3
type Output = DIsometry3The resulting type after applying the * operator.
fn mul(self, iso: DIsometry3) -> DIsometry3[src]
fn mul(self, iso: DIsometry3) -> DIsometry3[src]Performs the * operation. Read more
impl Mul<DRotor3> for DRotor3[src]
impl Mul<DRotor3> for DRotor3[src]The composition of self with q, i.e. self * q gives the rotation as though
you first perform q and then self.
impl Mul<DRotor3> for DIsometry3[src]
impl Mul<DRotor3> for DIsometry3[src]type Output = DIsometry3
type Output = DIsometry3The resulting type after applying the * operator.
fn mul(self, rotor: DRotor3) -> DIsometry3[src]
fn mul(self, rotor: DRotor3) -> DIsometry3[src]Performs the * operation. Read more
impl Mul<DRotor3> for DSimilarity3[src]
impl Mul<DRotor3> for DSimilarity3[src]type Output = DSimilarity3
type Output = DSimilarity3The resulting type after applying the * operator.
fn mul(self, rotor: DRotor3) -> DSimilarity3[src]
fn mul(self, rotor: DRotor3) -> DSimilarity3[src]Performs the * operation. Read more
impl Mul<DSimilarity3> for DRotor3[src]
impl Mul<DSimilarity3> for DRotor3[src]type Output = DSimilarity3
type Output = DSimilarity3The resulting type after applying the * operator.
fn mul(self, iso: DSimilarity3) -> DSimilarity3[src]
fn mul(self, iso: DSimilarity3) -> DSimilarity3[src]Performs the * operation. Read more
impl MulAssign<f64> for DRotor3[src]
impl MulAssign<f64> for DRotor3[src]fn mul_assign(&mut self, rhs: f64)[src]
fn mul_assign(&mut self, rhs: f64)[src]Performs the *= operation. Read more
impl Slerp<f64> for DRotor3[src]
impl Slerp<f64> for DRotor3[src]fn slerp(&self, end: Self, t: f64) -> Self[src]
fn slerp(&self, end: Self, t: f64) -> Self[src]Spherical-linear interpolation between self and end based on t from 0.0 to 1.0.
self and end should both be normalized or something bad will happen!
Basically, interpolation that maintains a constant angular velocity
from one orientation on a unit hypersphere to another. This is sorta the “high quality” interpolation
for Rotors, and it can also be used to interpolate other things, one example being interpolation of
3d normal vectors.
Note that you should often normalize the result returned by this operation, when working with Rotors, etc!
impl SubAssign<DRotor3> for DRotor3[src]
impl SubAssign<DRotor3> for DRotor3[src]fn sub_assign(&mut self, rhs: Self)[src]
fn sub_assign(&mut self, rhs: Self)[src]Performs the -= operation. Read more
impl Copy for DRotor3[src]
impl Pod for DRotor3[src]
impl StructuralPartialEq for DRotor3[src]
Auto Trait Implementations
impl RefUnwindSafe for DRotor3
impl Send for DRotor3
impl Sync for DRotor3
impl Unpin for DRotor3
impl UnwindSafe for DRotor3
Blanket Implementations
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]pub fn borrow_mut(&mut self) -> &mut T[src]
pub fn borrow_mut(&mut self) -> &mut T[src]Mutably borrows from an owned value. Read more
impl<T> ToOwned for T where
T: Clone, [src]
impl<T> ToOwned for T where
T: Clone, [src]type Owned = T
type Owned = TThe resulting type after obtaining ownership.
pub fn to_owned(&self) -> T[src]
pub fn to_owned(&self) -> T[src]Creates owned data from borrowed data, usually by cloning. Read more
pub fn clone_into(&self, target: &mut T)[src]
pub fn clone_into(&self, target: &mut T)[src]🔬 This is a nightly-only experimental API. (toowned_clone_into)
recently added
Uses borrowed data to replace owned data, usually by cloning. Read more