iced_renderer::geometry::path::lyon_path::geom::euclid

Struct Rotation3D

#[repr(C)]
pub struct Rotation3D<T, Src, Dst> { pub i: T, pub j: T, pub k: T, pub r: T, /* private fields */ }
Available on crate feature geometry only.
Expand description

A transform that can represent rotations in 3d, represented as a quaternion.

Most methods expect the quaternion to be normalized. When in doubt, use unit_quaternion instead of quaternion to create a rotation as the former will ensure that its result is normalized.

Some people use the x, y, z, w (or w, x, y, z) notations. The equivalence is as follows: x -> i, y -> j, z -> k, w -> r. The memory layout of this type corresponds to the x, y, z, w notation

Fields§

§i: T

Component multiplied by the imaginary number i.

§j: T

Component multiplied by the imaginary number j.

§k: T

Component multiplied by the imaginary number k.

§r: T

The real part.

Implementations§

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impl<T, Src, Dst> Rotation3D<T, Src, Dst>

pub fn quaternion(a: T, b: T, c: T, r: T) -> Rotation3D<T, Src, Dst>

Creates a rotation around from a quaternion representation.

The parameters are a, b, c and r compose the quaternion a*i + b*j + c*k + r where a, b and c describe the vector part and the last parameter r is the real part.

The resulting quaternion is not necessarily normalized. See unit_quaternion.

pub fn identity() -> Rotation3D<T, Src, Dst>
where T: Zero + One,

Creates the identity rotation.

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impl<T, Src, Dst> Rotation3D<T, Src, Dst>
where T: Copy,

pub fn vector_part(&self) -> Vector3D<T, UnknownUnit>

Returns the vector part (i, j, k) of this quaternion.

pub fn cast_unit<Src2, Dst2>(&self) -> Rotation3D<T, Src2, Dst2>

Cast the unit, preserving the numeric value.

§Example
enum Local {}
enum World {}

enum Local2 {}
enum World2 {}

let to_world: Rotation3D<_, Local, World> = Rotation3D::quaternion(1, 2, 3, 4);

assert_eq!(to_world.i, to_world.cast_unit::<Local2, World2>().i);
assert_eq!(to_world.j, to_world.cast_unit::<Local2, World2>().j);
assert_eq!(to_world.k, to_world.cast_unit::<Local2, World2>().k);
assert_eq!(to_world.r, to_world.cast_unit::<Local2, World2>().r);

pub fn to_untyped(&self) -> Rotation3D<T, UnknownUnit, UnknownUnit>

Drop the units, preserving only the numeric value.

§Example
enum Local {}
enum World {}

let to_world: Rotation3D<_, Local, World> = Rotation3D::quaternion(1, 2, 3, 4);

assert_eq!(to_world.i, to_world.to_untyped().i);
assert_eq!(to_world.j, to_world.to_untyped().j);
assert_eq!(to_world.k, to_world.to_untyped().k);
assert_eq!(to_world.r, to_world.to_untyped().r);

pub fn from_untyped( r: &Rotation3D<T, UnknownUnit, UnknownUnit>, ) -> Rotation3D<T, Src, Dst>

Tag a unitless value with units.

§Example
use euclid::UnknownUnit;
enum Local {}
enum World {}

let rot: Rotation3D<_, UnknownUnit, UnknownUnit> = Rotation3D::quaternion(1, 2, 3, 4);

assert_eq!(rot.i, Rotation3D::<_, Local, World>::from_untyped(&rot).i);
assert_eq!(rot.j, Rotation3D::<_, Local, World>::from_untyped(&rot).j);
assert_eq!(rot.k, Rotation3D::<_, Local, World>::from_untyped(&rot).k);
assert_eq!(rot.r, Rotation3D::<_, Local, World>::from_untyped(&rot).r);
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impl<T, Src, Dst> Rotation3D<T, Src, Dst>
where T: Real,

pub fn unit_quaternion(i: T, j: T, k: T, r: T) -> Rotation3D<T, Src, Dst>

Creates a rotation around from a quaternion representation and normalizes it.

The parameters are a, b, c and r compose the quaternion a*i + b*j + c*k + r before normalization, where a, b and c describe the vector part and the last parameter r is the real part.

pub fn around_axis( axis: Vector3D<T, Src>, angle: Angle<T>, ) -> Rotation3D<T, Src, Dst>

Creates a rotation around a given axis.

pub fn around_x(angle: Angle<T>) -> Rotation3D<T, Src, Dst>

Creates a rotation around the x axis.

pub fn around_y(angle: Angle<T>) -> Rotation3D<T, Src, Dst>

Creates a rotation around the y axis.

pub fn around_z(angle: Angle<T>) -> Rotation3D<T, Src, Dst>

Creates a rotation around the z axis.

pub fn euler( roll: Angle<T>, pitch: Angle<T>, yaw: Angle<T>, ) -> Rotation3D<T, Src, Dst>

Creates a rotation from Euler angles.

The rotations are applied in roll then pitch then yaw order.

  • Roll (also called bank) is a rotation around the x axis.
  • Pitch (also called bearing) is a rotation around the y axis.
  • Yaw (also called heading) is a rotation around the z axis.

pub fn inverse(&self) -> Rotation3D<T, Dst, Src>

Returns the inverse of this rotation.

pub fn norm(&self) -> T

Computes the norm of this quaternion.

pub fn square_norm(&self) -> T

Computes the squared norm of this quaternion.

pub fn normalize(&self) -> Rotation3D<T, Src, Dst>

Returns a unit quaternion from this one.

pub fn is_normalized(&self) -> bool
where T: ApproxEq<T>,

Returns true if norm of this quaternion is (approximately) one.

pub fn slerp( &self, other: &Rotation3D<T, Src, Dst>, t: T, ) -> Rotation3D<T, Src, Dst>
where T: ApproxEq<T>,

Spherical linear interpolation between this rotation and another rotation.

t is expected to be between zero and one.

pub fn lerp( &self, other: &Rotation3D<T, Src, Dst>, t: T, ) -> Rotation3D<T, Src, Dst>

Basic Linear interpolation between this rotation and another rotation.

pub fn transform_point3d(&self, point: Point3D<T, Src>) -> Point3D<T, Dst>
where T: ApproxEq<T>,

Returns the given 3d point transformed by this rotation.

The input point must be use the unit Src, and the returned point has the unit Dst.

pub fn transform_point2d(&self, point: Point2D<T, Src>) -> Point2D<T, Dst>
where T: ApproxEq<T>,

Returns the given 2d point transformed by this rotation then projected on the xy plane.

The input point must be use the unit Src, and the returned point has the unit Dst.

pub fn transform_vector3d(&self, vector: Vector3D<T, Src>) -> Vector3D<T, Dst>
where T: ApproxEq<T>,

Returns the given 3d vector transformed by this rotation.

The input vector must be use the unit Src, and the returned point has the unit Dst.

pub fn transform_vector2d(&self, vector: Vector2D<T, Src>) -> Vector2D<T, Dst>
where T: ApproxEq<T>,

Returns the given 2d vector transformed by this rotation then projected on the xy plane.

The input vector must be use the unit Src, and the returned point has the unit Dst.

pub fn to_transform(&self) -> Transform3D<T, Src, Dst>
where T: ApproxEq<T>,

Returns the matrix representation of this rotation.

pub fn then<NewDst>( &self, other: &Rotation3D<T, Dst, NewDst>, ) -> Rotation3D<T, Src, NewDst>
where T: ApproxEq<T>,

Returns a rotation representing this rotation followed by the other rotation.

Trait Implementations§

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impl<T, Src, Dst> ApproxEq<T> for Rotation3D<T, Src, Dst>
where T: Copy + Neg<Output = T> + ApproxEq<T>,

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fn approx_epsilon() -> T

Default epsilon value
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fn approx_eq_eps(&self, other: &Rotation3D<T, Src, Dst>, eps: &T) -> bool

Returns true if this object is approximately equal to the other one, using a provided epsilon value.
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fn approx_eq(&self, other: &Self) -> bool

Returns true if this object is approximately equal to the other one, using the approx_epsilon epsilon value.
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impl<T, Src, Dst> Clone for Rotation3D<T, Src, Dst>
where T: Clone,

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fn clone(&self) -> Rotation3D<T, Src, Dst>

Returns a copy of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<T, Src, Dst> Debug for Rotation3D<T, Src, Dst>
where T: Debug,

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

Formats the value using the given formatter. Read more
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impl<T, Src, Dst> From<Rotation3D<T, Src, Dst>> for RigidTransform3D<T, Src, Dst>
where T: Real + ApproxEq<T>,

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fn from(rot: Rotation3D<T, Src, Dst>) -> RigidTransform3D<T, Src, Dst>

Converts to this type from the input type.
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impl<T, Src, Dst> Hash for Rotation3D<T, Src, Dst>
where T: Hash,

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fn hash<H>(&self, h: &mut H)
where H: Hasher,

Feeds this value into the given Hasher. Read more
1.3.0 · Source§

fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl<T, Src, Dst> PartialEq for Rotation3D<T, Src, Dst>
where T: PartialEq,

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fn eq(&self, other: &Rotation3D<T, Src, Dst>) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl<T, Src, Dst> Copy for Rotation3D<T, Src, Dst>
where T: Copy,

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impl<T, Src, Dst> Eq for Rotation3D<T, Src, Dst>
where T: Eq,

Auto Trait Implementations§

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impl<T, Src, Dst> Freeze for Rotation3D<T, Src, Dst>
where T: Freeze,

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impl<T, Src, Dst> RefUnwindSafe for Rotation3D<T, Src, Dst>

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impl<T, Src, Dst> Send for Rotation3D<T, Src, Dst>
where T: Send, Src: Send, Dst: Send,

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impl<T, Src, Dst> Sync for Rotation3D<T, Src, Dst>
where T: Sync, Src: Sync, Dst: Sync,

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impl<T, Src, Dst> Unpin for Rotation3D<T, Src, Dst>
where T: Unpin, Src: Unpin, Dst: Unpin,

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impl<T, Src, Dst> UnwindSafe for Rotation3D<T, Src, Dst>
where T: UnwindSafe, Src: UnwindSafe, Dst: UnwindSafe,

Blanket Implementations§

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impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S
where T: Real + Zero + Arithmetics + Clone, Swp: WhitePoint<T>, Dwp: WhitePoint<T>, D: AdaptFrom<S, Swp, Dwp, T>,

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fn adapt_into_using<M>(self, method: M) -> D
where M: TransformMatrix<T>,

Convert the source color to the destination color using the specified method.
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fn adapt_into(self) -> D

Convert the source color to the destination color using the bradford method by default.
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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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fn arrays_from(colors: C) -> T

Cast a collection of colors into a collection of arrays.
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fn arrays_into(self) -> C

Cast this collection of arrays into a collection of colors.
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default fn get_hash<H, B>(value: &H, build_hasher: &B) -> u64
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Cast a collection of colors into a collection of color components.
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