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Struct ultraviolet::rotor::Rotor3x4[][src]

#[repr(C)]
pub struct Rotor3x4 { pub s: f32x4, pub bv: Bivec3x4, }
Expand description

A Rotor in 3d space.

Please see the module level documentation for more information on rotors!

Fields

s: f32x4bv: Bivec3x4

Implementations

impl Rotor3x4[src]

pub const fn new(scalar: f32x4, bivector: Bivec3x4) -> Self[src]

pub fn identity() -> Self[src]

pub fn from_rotation_between(from: Vec3x4, to: Vec3x4) -> Self[src]

Construct a Rotor that rotates one vector to another.

pub fn from_angle_plane(angle: f32x4, plane: Bivec3x4) -> 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) -> (f32x4, Bivec3x4)[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: f32x4) -> 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: f32x4) -> 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: f32x4) -> 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: f32x4, pitch: f32x4, yaw: f32x4) -> 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) -> f32x4[src]

pub fn mag(&self) -> f32x4[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) -> f32x4[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]

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 Vec3x4)[src]

Rotates a vector by this rotor.

self must be normalized!

pub fn rotate_vecs(self, vecs: &mut [Vec3x4])[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) -> Mat3x4[src]

pub fn into_quaternion_array(self) -> [f32x4; 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: [f32x4; 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 Add<Rotor3x4> for Rotor3x4[src]

type Output = Self

The resulting type after applying the + operator.

fn add(self, rhs: Self) -> Self[src]

Performs the + operation. Read more

impl AddAssign<Rotor3x4> for Rotor3x4[src]

fn add_assign(&mut self, rhs: Self)[src]

Performs the += operation. Read more

impl Clone for Rotor3x4[src]

fn clone(&self) -> Rotor3x4[src]

Returns a copy of the value. Read more

fn clone_from(&mut self, source: &Self)1.0.0[src]

Performs copy-assignment from source. Read more

impl Debug for Rotor3x4[src]

fn fmt(&self, f: &mut Formatter<'_>) -> Result[src]

Formats the value using the given formatter. Read more

impl Default for Rotor3x4[src]

fn default() -> Self[src]

Returns the “default value” for a type. Read more

impl Div<f32x4> for Rotor3x4[src]

type Output = Self

The resulting type after applying the / operator.

fn div(self, rhs: f32x4) -> Self[src]

Performs the / operation. Read more

impl DivAssign<f32x4> for Rotor3x4[src]

fn div_assign(&mut self, rhs: f32x4)[src]

Performs the /= operation. Read more

impl From<Rotor3x4> for Mat3x4[src]

fn from(rotor: Rotor3x4) -> Mat3x4[src]

Performs the conversion.

impl Lerp<f32x4> for Rotor3x4[src]

fn lerp(&self, end: Self, t: f32x4) -> 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<Isometry3x4> for Rotor3x4[src]

type Output = Isometry3x4

The resulting type after applying the * operator.

fn mul(self, iso: Isometry3x4) -> Isometry3x4[src]

Performs the * operation. Read more

impl Mul<Rotor3x4> for Rotor3x4[src]

The composition of self with q, i.e. self * q gives the rotation as though you first perform q and then self.

fn mul(self, q: Self) -> Self[src]

The composition of self with q, i.e. self * q gives the rotation as though you first perform q and then self.

type Output = Self

The resulting type after applying the * operator.

impl Mul<Rotor3x4> for f32x4[src]

type Output = Rotor3x4

The resulting type after applying the * operator.

fn mul(self, rotor: Rotor3x4) -> Rotor3x4[src]

Performs the * operation. Read more

impl Mul<Rotor3x4> for Isometry3x4[src]

type Output = Isometry3x4

The resulting type after applying the * operator.

fn mul(self, rotor: Rotor3x4) -> Isometry3x4[src]

Performs the * operation. Read more

impl Mul<Rotor3x4> for Similarity3x4[src]

type Output = Similarity3x4

The resulting type after applying the * operator.

fn mul(self, rotor: Rotor3x4) -> Similarity3x4[src]

Performs the * operation. Read more

impl Mul<Similarity3x4> for Rotor3x4[src]

type Output = Similarity3x4

The resulting type after applying the * operator.

fn mul(self, iso: Similarity3x4) -> Similarity3x4[src]

Performs the * operation. Read more

impl Mul<Vec3x4> for Rotor3x4[src]

type Output = Vec3x4

The resulting type after applying the * operator.

fn mul(self, rhs: Vec3x4) -> Vec3x4[src]

Performs the * operation. Read more

impl Mul<f32x4> for Rotor3x4[src]

type Output = Self

The resulting type after applying the * operator.

fn mul(self, rhs: f32x4) -> Self[src]

Performs the * operation. Read more

impl MulAssign<f32x4> for Rotor3x4[src]

fn mul_assign(&mut self, rhs: f32x4)[src]

Performs the *= operation. Read more

impl PartialEq<Rotor3x4> for Rotor3x4[src]

fn eq(&self, other: &Rotor3x4) -> bool[src]

This method tests for self and other values to be equal, and is used by ==. Read more

fn ne(&self, other: &Rotor3x4) -> bool[src]

This method tests for !=.

impl Slerp<f32x4> for Rotor3x4[src]

fn slerp(&self, end: Self, t: f32x4) -> 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!

The implementation for SIMD types also requires that the two things being interpolated between are not exactly aligned, or else the result is undefined.

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 Sub<Rotor3x4> for Rotor3x4[src]

type Output = Self

The resulting type after applying the - operator.

fn sub(self, rhs: Self) -> Self[src]

Performs the - operation. Read more

impl SubAssign<Rotor3x4> for Rotor3x4[src]

fn sub_assign(&mut self, rhs: Self)[src]

Performs the -= operation. Read more

impl Copy for Rotor3x4[src]

impl StructuralPartialEq for Rotor3x4[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

pub fn type_id(&self) -> TypeId[src]

Gets the TypeId of self. Read more

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

pub fn borrow(&self) -> &T[src]

Immutably borrows from an owned value. Read more

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

pub fn borrow_mut(&mut self) -> &mut T[src]

Mutably borrows from an owned value. Read more

impl<T> From<T> for T[src]

pub fn from(t: T) -> T[src]

Performs the conversion.

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

pub fn into(self) -> U[src]

Performs the conversion.

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

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]

🔬 This is a nightly-only experimental API. (toowned_clone_into)

recently added

Uses borrowed data to replace owned data, usually by cloning. Read more

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>[src]

Performs the conversion.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

pub fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>[src]

Performs the conversion.