Struct ultraviolet::rotor::DRotor2x4
source · #[repr(C)]pub struct DRotor2x4 {
pub s: f64x4,
pub bv: DBivec2x4,
}
Expand description
A Rotor in 2d space.
Please see the module level documentation for more information on rotors!
Fields§
§s: f64x4
§bv: DBivec2x4
Implementations§
source§impl DRotor2x4
impl DRotor2x4
pub const fn new(scalar: f64x4, bivector: DBivec2x4) -> Self
pub fn identity() -> Self
sourcepub fn from_rotation_between(from: DVec2x4, to: DVec2x4) -> Self
pub fn from_rotation_between(from: DVec2x4, to: DVec2x4) -> Self
Construct a Rotor that rotates one vector to another.
A rotation between antiparallel vectors is undefined!
sourcepub fn from_angle_plane(angle: f64x4, plane: DBivec2x4) -> Self
pub fn from_angle_plane(angle: f64x4, plane: DBivec2x4) -> Self
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.
sourcepub fn from_angle(angle: f64x4) -> Self
pub fn from_angle(angle: f64x4) -> Self
Construct a rotor given only an angle. This is possible in 2d since there is only one possible plane of rotation. However, there are two possible orientations. This function uses the common definition of positive angle in 2d as meaning the direction which brings the x unit vector towards the y unit vector.
pub fn mag_sq(&self) -> f64x4
pub fn mag(&self) -> f64x4
pub fn normalize(&mut self)
pub fn normalized(&self) -> Self
pub fn reverse(&mut self)
pub fn reversed(&self) -> Self
pub fn dot(&self, rhs: Self) -> f64x4
sourcepub fn rotate_by(&mut self, other: Self)
pub fn rotate_by(&mut self, other: Self)
Rotates this rotor by another rotor in-place. Note that if you are looking to compose rotations, you should NOT use this operation and rather just use regular left-multiplication like for matrix composition.
sourcepub fn rotated_by(self, other: Self) -> Self
pub fn rotated_by(self, other: Self) -> Self
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 for matrix composition.
sourcepub fn rotate_vec(self, vec: &mut DVec2x4)
pub fn rotate_vec(self, vec: &mut DVec2x4)
Rotates a vector by this rotor.
self
must be normalized!
pub fn into_matrix(self) -> DMat2x4
pub fn layout() -> Layout
Trait Implementations§
source§impl AddAssign<DRotor2x4> for DRotor2x4
impl AddAssign<DRotor2x4> for DRotor2x4
source§fn add_assign(&mut self, rhs: Self)
fn add_assign(&mut self, rhs: Self)
+=
operation. Read moresource§impl DivAssign<f64x4> for DRotor2x4
impl DivAssign<f64x4> for DRotor2x4
source§fn div_assign(&mut self, rhs: f64x4)
fn div_assign(&mut self, rhs: f64x4)
/=
operation. Read moresource§impl Lerp<f64x4> for DRotor2x4
impl Lerp<f64x4> for DRotor2x4
source§fn lerp(&self, end: Self, t: f64x4) -> Self
fn lerp(&self, end: Self, t: f64x4) -> Self
Linearly interpolate between self
and end
by t
between 0.0 and 1.0.
i.e. (1.0 - t) * self + (t) * end
.
For interpolating Rotor
s 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 Rotor
s to be of constant angular velocity. In this
case, check out Slerp
.
source§impl Mul<DIsometry2x4> for DRotor2x4
impl Mul<DIsometry2x4> for DRotor2x4
§type Output = DIsometry2x4
type Output = DIsometry2x4
*
operator.source§fn mul(self, iso: DIsometry2x4) -> DIsometry2x4
fn mul(self, iso: DIsometry2x4) -> DIsometry2x4
*
operation. Read moresource§impl Mul<DRotor2x4> for DIsometry2x4
impl Mul<DRotor2x4> for DIsometry2x4
§type Output = DIsometry2x4
type Output = DIsometry2x4
*
operator.source§impl Mul<DRotor2x4> for DRotor2x4
impl Mul<DRotor2x4> for DRotor2x4
The composition of self
with q
, i.e. self * q
gives the rotation as though
you first perform q
and then self
.
source§impl Mul<DRotor2x4> for DSimilarity2x4
impl Mul<DRotor2x4> for DSimilarity2x4
§type Output = DSimilarity2x4
type Output = DSimilarity2x4
*
operator.source§impl Mul<DSimilarity2x4> for DRotor2x4
impl Mul<DSimilarity2x4> for DRotor2x4
§type Output = DSimilarity2x4
type Output = DSimilarity2x4
*
operator.source§fn mul(self, iso: DSimilarity2x4) -> DSimilarity2x4
fn mul(self, iso: DSimilarity2x4) -> DSimilarity2x4
*
operation. Read moresource§impl MulAssign<f64x4> for DRotor2x4
impl MulAssign<f64x4> for DRotor2x4
source§fn mul_assign(&mut self, rhs: f64x4)
fn mul_assign(&mut self, rhs: f64x4)
*=
operation. Read moresource§impl PartialEq<DRotor2x4> for DRotor2x4
impl PartialEq<DRotor2x4> for DRotor2x4
source§impl Slerp<f64x4> for DRotor2x4
impl Slerp<f64x4> for DRotor2x4
source§fn slerp(&self, end: Self, t: f64x4) -> Self
fn slerp(&self, end: Self, t: f64x4) -> Self
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 Rotor
s, 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 Rotor
s, etc!
source§impl SubAssign<DRotor2x4> for DRotor2x4
impl SubAssign<DRotor2x4> for DRotor2x4
source§fn sub_assign(&mut self, rhs: Self)
fn sub_assign(&mut self, rhs: Self)
-=
operation. Read more