Struct ultraviolet::bivec::Bivec3x4
source · #[repr(C)]pub struct Bivec3x4 {
pub xy: f32x4,
pub xz: f32x4,
pub yz: f32x4,
}
Expand description
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: f32x4
§xz: f32x4
§yz: f32x4
Implementations§
source§impl Bivec3x4
impl Bivec3x4
pub const fn new(xy: f32x4, xz: f32x4, yz: f32x4) -> Self
pub fn zero() -> Self
sourcepub fn from_normalized_axis(v: Vec3x4) -> Self
pub fn from_normalized_axis(v: Vec3x4) -> Self
Create the bivector which represents the same plane of rotation as a given normalized ‘axis vector’
pub fn unit_xy() -> Self
pub fn unit_xz() -> Self
pub fn unit_yz() -> Self
pub fn mag_sq(&self) -> f32x4
pub fn mag(&self) -> f32x4
pub fn normalize(&mut self)
pub fn normalized(&self) -> Self
pub fn dot(&self, rhs: Self) -> f32x4
pub fn layout() -> Layout
pub fn as_slice(&self) -> &[f32x4]
pub fn as_byte_slice(&self) -> &[u8] ⓘ
pub fn as_mut_slice(&mut self) -> &mut [f32x4]
pub fn as_mut_byte_slice(&mut self) -> &mut [u8] ⓘ
sourcepub const fn as_ptr(&self) -> *const f32x4
pub const fn as_ptr(&self) -> *const f32x4
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.
sourcepub fn as_mut_ptr(&mut self) -> *mut f32x4
pub fn as_mut_ptr(&mut self) -> *mut f32x4
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§
source§impl AddAssign<Bivec3x4> for Bivec3x4
impl AddAssign<Bivec3x4> for Bivec3x4
source§fn add_assign(&mut self, rhs: Bivec3x4)
fn add_assign(&mut self, rhs: Bivec3x4)
+=
operation. Read moresource§impl DivAssign<Bivec3x4> for Bivec3x4
impl DivAssign<Bivec3x4> for Bivec3x4
source§fn div_assign(&mut self, rhs: Bivec3x4)
fn div_assign(&mut self, rhs: Bivec3x4)
/=
operation. Read moresource§impl DivAssign<f32x4> for Bivec3x4
impl DivAssign<f32x4> for Bivec3x4
source§fn div_assign(&mut self, rhs: f32x4)
fn div_assign(&mut self, rhs: f32x4)
/=
operation. Read moresource§impl Lerp<f32x4> for Bivec3x4
impl Lerp<f32x4> for Bivec3x4
source§fn lerp(&self, end: Self, t: f32x4) -> Self
fn lerp(&self, end: Self, t: f32x4) -> 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 MulAssign<Bivec3x4> for Bivec3x4
impl MulAssign<Bivec3x4> for Bivec3x4
source§fn mul_assign(&mut self, rhs: Self)
fn mul_assign(&mut self, rhs: Self)
*=
operation. Read moresource§impl MulAssign<f32x4> for Bivec3x4
impl MulAssign<f32x4> for Bivec3x4
source§fn mul_assign(&mut self, rhs: f32x4)
fn mul_assign(&mut self, rhs: f32x4)
*=
operation. Read moresource§impl PartialEq<Bivec3x4> for Bivec3x4
impl PartialEq<Bivec3x4> for Bivec3x4
source§impl Slerp<f32x4> for Bivec3x4
impl Slerp<f32x4> for Bivec3x4
source§fn slerp(&self, end: Self, t: f32x4) -> Self
fn slerp(&self, end: Self, t: f32x4) -> 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<Bivec3x4> for Bivec3x4
impl SubAssign<Bivec3x4> for Bivec3x4
source§fn sub_assign(&mut self, rhs: Bivec3x4)
fn sub_assign(&mut self, rhs: Bivec3x4)
-=
operation. Read more