Struct ultraviolet::rotor::Rotor3x8[][src]

#[repr(C)]pub struct Rotor3x8 {
    pub s: f32x8,
    pub bv: Bivec3x8,
}

A Rotor in 3d space.

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

Fields

s: f32x8bv: Bivec3x8

Implementations

impl Rotor3x8[src]

pub const fn new(scalar: f32x8, bivector: Bivec3x8) -> Self[src]

pub fn identity() -> Self[src]

pub fn from_rotation_between(from: Vec3x8, to: Vec3x8) -> Self[src]

Construct a Rotor that rotates one vector to another.

pub fn from_angle_plane(angle: f32x8, plane: Bivec3x8) -> 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) -> (f32x8, Bivec3x8)[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: f32x8) -> 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: f32x8) -> 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: f32x8) -> 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: f32x8, pitch: f32x8, yaw: f32x8) -> 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) -> f32x8[src]

pub fn mag(&self) -> f32x8[src]

pub fn normalize(&mut self)[src]

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

pub fn reverse(&mut self)[src]

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

pub fn dot(&self, rhs: Self) -> f32x8[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 Vec3x8)[src]

Rotates a vector by this rotor.

self must be normalized!

pub fn rotate_vecs(self, vecs: &mut [Vec3x8])[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) -> Mat3x8[src]

pub fn into_quaternion_array(self) -> [f32x8; 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: [f32x8; 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<Rotor3x8> for Rotor3x8[src]

type Output = Self

The resulting type after applying the + operator.

impl AddAssign<Rotor3x8> for Rotor3x8[src]

impl Clone for Rotor3x8[src]

impl Copy for Rotor3x8[src]

impl Debug for Rotor3x8[src]

impl Default for Rotor3x8[src]

impl Div<f32x8> for Rotor3x8[src]

type Output = Self

The resulting type after applying the / operator.

impl DivAssign<f32x8> for Rotor3x8[src]

impl From<Rotor3x8> for Mat3x8[src]

impl Lerp<f32x8> for Rotor3x8[src]

fn lerp(&self, end: Self, t: f32x8) -> 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<Isometry3x8> for Rotor3x8[src]

type Output = Isometry3x8

The resulting type after applying the * operator.

impl Mul<Rotor3x8> for Rotor3x8[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.

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.

impl Mul<Rotor3x8> for f32x8[src]

type Output = Rotor3x8

The resulting type after applying the * operator.

impl Mul<Rotor3x8> for Isometry3x8[src]

type Output = Isometry3x8

The resulting type after applying the * operator.

impl Mul<Rotor3x8> for Similarity3x8[src]

type Output = Similarity3x8

The resulting type after applying the * operator.

impl Mul<Similarity3x8> for Rotor3x8[src]

type Output = Similarity3x8

The resulting type after applying the * operator.

impl Mul<Vec3x8> for Rotor3x8[src]

type Output = Vec3x8

The resulting type after applying the * operator.

impl Mul<f32x8> for Rotor3x8[src]

type Output = Self

The resulting type after applying the * operator.

impl MulAssign<f32x8> for Rotor3x8[src]

impl PartialEq<Rotor3x8> for Rotor3x8[src]

impl Slerp<f32x8> for Rotor3x8[src]

fn slerp(&self, end: Self, t: f32x8) -> 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 Rotor3x8[src]

impl Sub<Rotor3x8> for Rotor3x8[src]

type Output = Self

The resulting type after applying the - operator.

impl SubAssign<Rotor3x8> for Rotor3x8[src]

Auto Trait Implementations

Blanket Implementations

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

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> ToOwned for T where
    T: Clone
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type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.