Struct ultraviolet::bivec::Bivec3x4[][src]

#[repr(C)]pub struct Bivec3x4 {
    pub xy: f32x4,
    pub xz: f32x4,
    pub yz: f32x4,
}

A bivector in 3d space.

In 3d, a bivector has 3 components, each one representing the signed projected area of the bivector onto one of the 3 basis bivectors, which can be thought of as corresponding to each of the three basis planes. This is analogous to the components of a 3d vector, which correspond to the projected length of the vector onto the three basis *vectors. Since in 3d, there are three components for both vectors and bivectors, 3d bivectors have been historically confused with 3d vectors quite a lot.

Please see the module level documentation for more information on bivectors generally!

Fields

xy: f32x4xz: f32x4yz: f32x4

Implementations

impl Bivec3x4[src]

pub const fn new(xy: f32x4, xz: f32x4, yz: f32x4) -> Self[src]

pub fn zero() -> Self[src]

pub fn from_normalized_axis(v: Vec3x4) -> Self[src]

Create the bivector which represents the same plane of rotation as a given normalized ‘axis vector’

pub fn unit_xy() -> Self[src]

pub fn unit_xz() -> Self[src]

pub fn unit_yz() -> Self[src]

pub fn mag_sq(&self) -> f32x4[src]

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

pub fn normalize(&mut self)[src]

pub fn normalized(&self) -> Self[src]

pub fn dot(&self, rhs: Self) -> f32x4[src]

pub fn layout() -> Layout[src]

pub fn as_slice(&self) -> &[f32x4][src]

pub fn as_byte_slice(&self) -> &[u8][src]

pub fn as_mut_slice(&mut self) -> &mut [f32x4][src]

pub fn as_mut_byte_slice(&mut self) -> &mut [u8][src]

pub const fn as_ptr(&self) -> *const f32x4[src]

Returns a constant unsafe pointer to the underlying data in the underlying type. This function is safe because all types here are repr(C) and can be represented as their underlying type.

Safety

It is up to the caller to correctly use this pointer and its bounds.

pub fn as_mut_ptr(&mut self) -> *mut f32x4[src]

Returns a mutable unsafe pointer to the underlying data in the underlying type. This function is safe because all types here are repr(C) and can be represented as their underlying type.

Safety

It is up to the caller to correctly use this pointer and its bounds.

Trait Implementations

impl Add<Bivec3x4> for Bivec3x4[src]

type Output = Self

The resulting type after applying the + operator.

impl AddAssign<Bivec3x4> for Bivec3x4[src]

impl Clone for Bivec3x4[src]

impl Copy for Bivec3x4[src]

impl Debug for Bivec3x4[src]

impl Default for Bivec3x4[src]

impl Div<Bivec3x4> for Bivec3x4[src]

type Output = Self

The resulting type after applying the / operator.

impl Div<f32x4> for Bivec3x4[src]

type Output = Bivec3x4

The resulting type after applying the / operator.

impl DivAssign<Bivec3x4> for Bivec3x4[src]

impl DivAssign<f32x4> for Bivec3x4[src]

impl Lerp<f32x4> for Bivec3x4[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<Bivec3x4> for Bivec3x4[src]

type Output = Self

The resulting type after applying the * operator.

impl Mul<Bivec3x4> for f32x4[src]

type Output = Bivec3x4

The resulting type after applying the * operator.

impl Mul<f32x4> for Bivec3x4[src]

type Output = Self

The resulting type after applying the * operator.

impl MulAssign<Bivec3x4> for Bivec3x4[src]

impl MulAssign<f32x4> for Bivec3x4[src]

impl Neg for Bivec3x4[src]

type Output = Self

The resulting type after applying the - operator.

impl PartialEq<Bivec3x4> for Bivec3x4[src]

impl Slerp<f32x4> for Bivec3x4[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 StructuralPartialEq for Bivec3x4[src]

impl Sub<Bivec3x4> for Bivec3x4[src]

type Output = Self

The resulting type after applying the - operator.

impl SubAssign<Bivec3x4> for Bivec3x4[src]

Auto Trait Implementations

Blanket Implementations

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

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

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

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

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

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

type Owned = T

The resulting type after obtaining ownership.

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.

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.