[−][src]Type Definition nalgebra::geometry::UnitQuaternion
type UnitQuaternion<N> = Unit<Quaternion<N>>;
A unit quaternions. May be used to represent a rotation.
Methods
impl<N: Real> UnitQuaternion<N>
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pub fn into_owned(self) -> UnitQuaternion<N>
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This method is unnecessary and will be removed in a future release. Use .clone()
instead.
Moves this unit quaternion into one that owns its data.
pub fn clone_owned(&self) -> UnitQuaternion<N>
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This method is unnecessary and will be removed in a future release. Use .clone()
instead.
Clones this unit quaternion into one that owns its data.
pub fn angle(&self) -> N
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The rotation angle in [0; pi] of this unit quaternion.
Example
let axis = Unit::new_normalize(Vector3::new(1.0, 2.0, 3.0)); let rot = UnitQuaternion::from_axis_angle(&axis, 1.78); assert_eq!(rot.angle(), 1.78);
pub fn quaternion(&self) -> &Quaternion<N>
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The underlying quaternion.
Same as self.as_ref()
.
Example
let axis = UnitQuaternion::identity(); assert_eq!(*axis.quaternion(), Quaternion::new(1.0, 0.0, 0.0, 0.0));
pub fn conjugate(&self) -> UnitQuaternion<N>
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Compute the conjugate of this unit quaternion.
Example
let axis = Unit::new_normalize(Vector3::new(1.0, 2.0, 3.0)); let rot = UnitQuaternion::from_axis_angle(&axis, 1.78); let conj = rot.conjugate(); assert_eq!(conj, UnitQuaternion::from_axis_angle(&-axis, 1.78));
pub fn inverse(&self) -> UnitQuaternion<N>
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Inverts this quaternion if it is not zero.
Example
let axis = Unit::new_normalize(Vector3::new(1.0, 2.0, 3.0)); let rot = UnitQuaternion::from_axis_angle(&axis, 1.78); let inv = rot.inverse(); assert_eq!(rot * inv, UnitQuaternion::identity()); assert_eq!(inv * rot, UnitQuaternion::identity());
pub fn angle_to(&self, other: &UnitQuaternion<N>) -> N
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The rotation angle needed to make self
and other
coincide.
Example
let rot1 = UnitQuaternion::from_axis_angle(&Vector3::y_axis(), 1.0); let rot2 = UnitQuaternion::from_axis_angle(&Vector3::x_axis(), 0.1); assert_relative_eq!(rot1.angle_to(&rot2), 1.0045657, epsilon = 1.0e-6);
pub fn rotation_to(&self, other: &UnitQuaternion<N>) -> UnitQuaternion<N>
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The unit quaternion needed to make self
and other
coincide.
The result is such that: self.rotation_to(other) * self == other
.
Example
let rot1 = UnitQuaternion::from_axis_angle(&Vector3::y_axis(), 1.0); let rot2 = UnitQuaternion::from_axis_angle(&Vector3::x_axis(), 0.1); let rot_to = rot1.rotation_to(&rot2); assert_relative_eq!(rot_to * rot1, rot2, epsilon = 1.0e-6);
pub fn lerp(&self, other: &UnitQuaternion<N>, t: N) -> Quaternion<N>
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Linear interpolation between two unit quaternions.
The result is not normalized.
Example
let q1 = UnitQuaternion::new_normalize(Quaternion::new(1.0, 0.0, 0.0, 0.0)); let q2 = UnitQuaternion::new_normalize(Quaternion::new(0.0, 1.0, 0.0, 0.0)); assert_eq!(q1.lerp(&q2, 0.1), Quaternion::new(0.9, 0.1, 0.0, 0.0));
pub fn nlerp(&self, other: &UnitQuaternion<N>, t: N) -> UnitQuaternion<N>
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Normalized linear interpolation between two unit quaternions.
This is the same as self.lerp
except that the result is normalized.
Example
let q1 = UnitQuaternion::new_normalize(Quaternion::new(1.0, 0.0, 0.0, 0.0)); let q2 = UnitQuaternion::new_normalize(Quaternion::new(0.0, 1.0, 0.0, 0.0)); assert_eq!(q1.nlerp(&q2, 0.1), UnitQuaternion::new_normalize(Quaternion::new(0.9, 0.1, 0.0, 0.0)));
pub fn slerp(&self, other: &UnitQuaternion<N>, t: N) -> UnitQuaternion<N>
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Spherical linear interpolation between two unit quaternions.
Panics if the angle between both quaternion is 180 degrees (in which case the interpolation
is not well-defined). Use .try_slerp
instead to avoid the panic.
pub fn try_slerp(
&self,
other: &UnitQuaternion<N>,
t: N,
epsilon: N
) -> Option<UnitQuaternion<N>>
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&self,
other: &UnitQuaternion<N>,
t: N,
epsilon: N
) -> Option<UnitQuaternion<N>>
Computes the spherical linear interpolation between two unit quaternions or returns None
if both quaternions are approximately 180 degrees apart (in which case the interpolation is
not well-defined).
Arguments
self
: the first quaternion to interpolate from.other
: the second quaternion to interpolate toward.t
: the interpolation parameter. Should be between 0 and 1.epsilon
: the value below which the sinus of the angle separating both quaternion must be to returnNone
.
pub fn conjugate_mut(&mut self)
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Compute the conjugate of this unit quaternion in-place.
pub fn inverse_mut(&mut self)
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Inverts this quaternion if it is not zero.
Example
let axisangle = Vector3::new(0.1, 0.2, 0.3); let mut rot = UnitQuaternion::new(axisangle); rot.inverse_mut(); assert_relative_eq!(rot * UnitQuaternion::new(axisangle), UnitQuaternion::identity()); assert_relative_eq!(UnitQuaternion::new(axisangle) * rot, UnitQuaternion::identity());
pub fn axis(&self) -> Option<Unit<Vector3<N>>>
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The rotation axis of this unit quaternion or None
if the rotation is zero.
Example
let axis = Unit::new_normalize(Vector3::new(1.0, 2.0, 3.0)); let angle = 1.2; let rot = UnitQuaternion::from_axis_angle(&axis, angle); assert_eq!(rot.axis(), Some(axis)); // Case with a zero angle. let rot = UnitQuaternion::from_axis_angle(&axis, 0.0); assert!(rot.axis().is_none());
pub fn scaled_axis(&self) -> Vector3<N>
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The rotation axis of this unit quaternion multiplied by the rotation angle.
Example
let axisangle = Vector3::new(0.1, 0.2, 0.3); let rot = UnitQuaternion::new(axisangle); assert_relative_eq!(rot.scaled_axis(), axisangle, epsilon = 1.0e-6);
pub fn axis_angle(&self) -> Option<(Unit<Vector3<N>>, N)>
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The rotation axis and angle in ]0, pi] of this unit quaternion.
Returns None
if the angle is zero.
Example
let axis = Unit::new_normalize(Vector3::new(1.0, 2.0, 3.0)); let angle = 1.2; let rot = UnitQuaternion::from_axis_angle(&axis, angle); assert_eq!(rot.axis_angle(), Some((axis, angle))); // Case with a zero angle. let rot = UnitQuaternion::from_axis_angle(&axis, 0.0); assert!(rot.axis_angle().is_none());
pub fn exp(&self) -> Quaternion<N>
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Compute the exponential of a quaternion.
Note that this function yields a Quaternion<N>
because it looses the unit property.
pub fn ln(&self) -> Quaternion<N>
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Compute the natural logarithm of a quaternion.
Note that this function yields a Quaternion<N>
because it looses the unit property.
The vector part of the return value corresponds to the axis-angle representation (divided
by 2.0) of this unit quaternion.
Example
let axisangle = Vector3::new(0.1, 0.2, 0.3); let q = UnitQuaternion::new(axisangle); assert_relative_eq!(q.ln().vector().into_owned(), axisangle, epsilon = 1.0e-6);
pub fn powf(&self, n: N) -> UnitQuaternion<N>
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Raise the quaternion to a given floating power.
This returns the unit quaternion that identifies a rotation with axis self.axis()
and
angle self.angle() × n
.
Example
let axis = Unit::new_normalize(Vector3::new(1.0, 2.0, 3.0)); let angle = 1.2; let rot = UnitQuaternion::from_axis_angle(&axis, angle); let pow = rot.powf(2.0); assert_relative_eq!(pow.axis().unwrap(), axis, epsilon = 1.0e-6); assert_eq!(pow.angle(), 2.4);
pub fn to_rotation_matrix(&self) -> Rotation<N, U3>
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Builds a rotation matrix from this unit quaternion.
Example
let q = UnitQuaternion::from_axis_angle(&Vector3::z_axis(), f32::consts::FRAC_PI_6); let rot = q.to_rotation_matrix(); let expected = Matrix3::new(0.8660254, -0.5, 0.0, 0.5, 0.8660254, 0.0, 0.0, 0.0, 1.0); assert_relative_eq!(*rot.matrix(), expected, epsilon = 1.0e-6);
pub fn to_euler_angles(&self) -> (N, N, N)
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This is renamed to use .euler_angles()
.
Converts this unit quaternion into its equivalent Euler angles.
The angles are produced in the form (roll, pitch, yaw).
pub fn euler_angles(&self) -> (N, N, N)
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Retrieves the euler angles corresponding to this unit quaternion.
The angles are produced in the form (roll, pitch, yaw).
Example
let rot = UnitQuaternion::from_euler_angles(0.1, 0.2, 0.3); let euler = rot.euler_angles(); assert_relative_eq!(euler.0, 0.1, epsilon = 1.0e-6); assert_relative_eq!(euler.1, 0.2, epsilon = 1.0e-6); assert_relative_eq!(euler.2, 0.3, epsilon = 1.0e-6);
pub fn to_homogeneous(&self) -> MatrixN<N, U4>
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Converts this unit quaternion into its equivalent homogeneous transformation matrix.
Example
let rot = UnitQuaternion::from_axis_angle(&Vector3::z_axis(), f32::consts::FRAC_PI_6); let expected = Matrix4::new(0.8660254, -0.5, 0.0, 0.0, 0.5, 0.8660254, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0); assert_relative_eq!(rot.to_homogeneous(), expected, epsilon = 1.0e-6);
impl<N: Real> UnitQuaternion<N>
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pub fn identity() -> Self
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The rotation identity.
Example
let q = UnitQuaternion::identity(); let q2 = UnitQuaternion::new(Vector3::new(1.0, 2.0, 3.0)); let v = Vector3::new_random(); let p = Point3::from(v); assert_eq!(q * q2, q2); assert_eq!(q2 * q, q2); assert_eq!(q * v, v); assert_eq!(q * p, p);
pub fn from_axis_angle<SB>(axis: &Unit<Vector<N, U3, SB>>, angle: N) -> Self where
SB: Storage<N, U3>,
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SB: Storage<N, U3>,
Creates a new quaternion from a unit vector (the rotation axis) and an angle (the rotation angle).
Example
let axis = Vector3::y_axis(); let angle = f32::consts::FRAC_PI_2; // Point and vector being transformed in the tests. let pt = Point3::new(4.0, 5.0, 6.0); let vec = Vector3::new(4.0, 5.0, 6.0); let q = UnitQuaternion::from_axis_angle(&axis, angle); assert_eq!(q.axis().unwrap(), axis); assert_eq!(q.angle(), angle); assert_relative_eq!(q * pt, Point3::new(6.0, 5.0, -4.0), epsilon = 1.0e-6); assert_relative_eq!(q * vec, Vector3::new(6.0, 5.0, -4.0), epsilon = 1.0e-6); // A zero vector yields an identity. assert_eq!(UnitQuaternion::from_scaled_axis(Vector3::<f32>::zeros()), UnitQuaternion::identity());
pub fn from_quaternion(q: Quaternion<N>) -> Self
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Creates a new unit quaternion from a quaternion.
The input quaternion will be normalized.
pub fn from_euler_angles(roll: N, pitch: N, yaw: N) -> Self
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Creates a new unit quaternion from Euler angles.
The primitive rotations are applied in order: 1 roll − 2 pitch − 3 yaw.
Example
let rot = UnitQuaternion::from_euler_angles(0.1, 0.2, 0.3); let euler = rot.euler_angles(); assert_relative_eq!(euler.0, 0.1, epsilon = 1.0e-6); assert_relative_eq!(euler.1, 0.2, epsilon = 1.0e-6); assert_relative_eq!(euler.2, 0.3, epsilon = 1.0e-6);
pub fn from_rotation_matrix(rotmat: &Rotation<N, U3>) -> Self
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Builds an unit quaternion from a rotation matrix.
Example
let axis = Vector3::y_axis(); let angle = 0.1; let rot = Rotation3::from_axis_angle(&axis, angle); let q = UnitQuaternion::from_rotation_matrix(&rot); assert_relative_eq!(q.to_rotation_matrix(), rot, epsilon = 1.0e-6); assert_relative_eq!(q.axis().unwrap(), rot.axis().unwrap(), epsilon = 1.0e-6); assert_relative_eq!(q.angle(), rot.angle(), epsilon = 1.0e-6);
pub fn rotation_between<SB, SC>(
a: &Vector<N, U3, SB>,
b: &Vector<N, U3, SC>
) -> Option<Self> where
SB: Storage<N, U3>,
SC: Storage<N, U3>,
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a: &Vector<N, U3, SB>,
b: &Vector<N, U3, SC>
) -> Option<Self> where
SB: Storage<N, U3>,
SC: Storage<N, U3>,
The unit quaternion needed to make a
and b
be collinear and point toward the same
direction.
Example
let a = Vector3::new(1.0, 2.0, 3.0); let b = Vector3::new(3.0, 1.0, 2.0); let q = UnitQuaternion::rotation_between(&a, &b).unwrap(); assert_relative_eq!(q * a, b); assert_relative_eq!(q.inverse() * b, a);
pub fn scaled_rotation_between<SB, SC>(
a: &Vector<N, U3, SB>,
b: &Vector<N, U3, SC>,
s: N
) -> Option<Self> where
SB: Storage<N, U3>,
SC: Storage<N, U3>,
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a: &Vector<N, U3, SB>,
b: &Vector<N, U3, SC>,
s: N
) -> Option<Self> where
SB: Storage<N, U3>,
SC: Storage<N, U3>,
The smallest rotation needed to make a
and b
collinear and point toward the same
direction, raised to the power s
.
Example
let a = Vector3::new(1.0, 2.0, 3.0); let b = Vector3::new(3.0, 1.0, 2.0); let q2 = UnitQuaternion::scaled_rotation_between(&a, &b, 0.2).unwrap(); let q5 = UnitQuaternion::scaled_rotation_between(&a, &b, 0.5).unwrap(); assert_relative_eq!(q2 * q2 * q2 * q2 * q2 * a, b, epsilon = 1.0e-6); assert_relative_eq!(q5 * q5 * a, b, epsilon = 1.0e-6);
pub fn rotation_between_axis<SB, SC>(
a: &Unit<Vector<N, U3, SB>>,
b: &Unit<Vector<N, U3, SC>>
) -> Option<Self> where
SB: Storage<N, U3>,
SC: Storage<N, U3>,
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a: &Unit<Vector<N, U3, SB>>,
b: &Unit<Vector<N, U3, SC>>
) -> Option<Self> where
SB: Storage<N, U3>,
SC: Storage<N, U3>,
The unit quaternion needed to make a
and b
be collinear and point toward the same
direction.
Example
let a = Unit::new_normalize(Vector3::new(1.0, 2.0, 3.0)); let b = Unit::new_normalize(Vector3::new(3.0, 1.0, 2.0)); let q = UnitQuaternion::rotation_between(&a, &b).unwrap(); assert_relative_eq!(q * a, b); assert_relative_eq!(q.inverse() * b, a);
pub fn scaled_rotation_between_axis<SB, SC>(
na: &Unit<Vector<N, U3, SB>>,
nb: &Unit<Vector<N, U3, SC>>,
s: N
) -> Option<Self> where
SB: Storage<N, U3>,
SC: Storage<N, U3>,
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na: &Unit<Vector<N, U3, SB>>,
nb: &Unit<Vector<N, U3, SC>>,
s: N
) -> Option<Self> where
SB: Storage<N, U3>,
SC: Storage<N, U3>,
The smallest rotation needed to make a
and b
collinear and point toward the same
direction, raised to the power s
.
Example
let a = Unit::new_normalize(Vector3::new(1.0, 2.0, 3.0)); let b = Unit::new_normalize(Vector3::new(3.0, 1.0, 2.0)); let q2 = UnitQuaternion::scaled_rotation_between(&a, &b, 0.2).unwrap(); let q5 = UnitQuaternion::scaled_rotation_between(&a, &b, 0.5).unwrap(); assert_relative_eq!(q2 * q2 * q2 * q2 * q2 * a, b, epsilon = 1.0e-6); assert_relative_eq!(q5 * q5 * a, b, epsilon = 1.0e-6);
pub fn new_observer_frame<SB, SC>(
dir: &Vector<N, U3, SB>,
up: &Vector<N, U3, SC>
) -> Self where
SB: Storage<N, U3>,
SC: Storage<N, U3>,
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dir: &Vector<N, U3, SB>,
up: &Vector<N, U3, SC>
) -> Self where
SB: Storage<N, U3>,
SC: Storage<N, U3>,
Creates an unit quaternion that corresponds to the local frame of an observer standing at the
origin and looking toward dir
.
It maps the z
axis to the direction dir
.
Arguments
- dir - The look direction. It does not need to be normalized.
- up - The vertical direction. It does not need to be normalized.
The only requirement of this parameter is to not be collinear to
dir
. Non-collinearity is not checked.
Example
let dir = Vector3::new(1.0, 2.0, 3.0); let up = Vector3::y(); let q = UnitQuaternion::new_observer_frame(&dir, &up); assert_relative_eq!(q * Vector3::z(), dir.normalize());
pub fn look_at_rh<SB, SC>(
dir: &Vector<N, U3, SB>,
up: &Vector<N, U3, SC>
) -> Self where
SB: Storage<N, U3>,
SC: Storage<N, U3>,
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dir: &Vector<N, U3, SB>,
up: &Vector<N, U3, SC>
) -> Self where
SB: Storage<N, U3>,
SC: Storage<N, U3>,
Builds a right-handed look-at view matrix without translation.
It maps the view direction dir
to the negative z
axis.
This conforms to the common notion of right handed look-at matrix from the computer
graphics community.
Arguments
- dir − The view direction. It does not need to be normalized.
- up - A vector approximately aligned with required the vertical axis. It does not need
to be normalized. The only requirement of this parameter is to not be collinear to
dir
.
Example
let dir = Vector3::new(1.0, 2.0, 3.0); let up = Vector3::y(); let q = UnitQuaternion::look_at_rh(&dir, &up); assert_relative_eq!(q * dir.normalize(), -Vector3::z());
pub fn look_at_lh<SB, SC>(
dir: &Vector<N, U3, SB>,
up: &Vector<N, U3, SC>
) -> Self where
SB: Storage<N, U3>,
SC: Storage<N, U3>,
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dir: &Vector<N, U3, SB>,
up: &Vector<N, U3, SC>
) -> Self where
SB: Storage<N, U3>,
SC: Storage<N, U3>,
Builds a left-handed look-at view matrix without translation.
It maps the view direction dir
to the positive z
axis.
This conforms to the common notion of left handed look-at matrix from the computer
graphics community.
Arguments
- dir − The view direction. It does not need to be normalized.
- up - A vector approximately aligned with required the vertical axis. The only
requirement of this parameter is to not be collinear to
dir
.
Example
let dir = Vector3::new(1.0, 2.0, 3.0); let up = Vector3::y(); let q = UnitQuaternion::look_at_lh(&dir, &up); assert_relative_eq!(q * dir.normalize(), Vector3::z());
pub fn new<SB>(axisangle: Vector<N, U3, SB>) -> Self where
SB: Storage<N, U3>,
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SB: Storage<N, U3>,
Creates a new unit quaternion rotation from a rotation axis scaled by the rotation angle.
If axisangle
has a magnitude smaller than N::default_epsilon()
, this returns the identity rotation.
Example
let axisangle = Vector3::y() * f32::consts::FRAC_PI_2; // Point and vector being transformed in the tests. let pt = Point3::new(4.0, 5.0, 6.0); let vec = Vector3::new(4.0, 5.0, 6.0); let q = UnitQuaternion::new(axisangle); assert_relative_eq!(q * pt, Point3::new(6.0, 5.0, -4.0), epsilon = 1.0e-6); assert_relative_eq!(q * vec, Vector3::new(6.0, 5.0, -4.0), epsilon = 1.0e-6); // A zero vector yields an identity. assert_eq!(UnitQuaternion::new(Vector3::<f32>::zeros()), UnitQuaternion::identity());
pub fn new_eps<SB>(axisangle: Vector<N, U3, SB>, eps: N) -> Self where
SB: Storage<N, U3>,
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SB: Storage<N, U3>,
Creates a new unit quaternion rotation from a rotation axis scaled by the rotation angle.
If axisangle
has a magnitude smaller than eps
, this returns the identity rotation.
Example
let axisangle = Vector3::y() * f32::consts::FRAC_PI_2; // Point and vector being transformed in the tests. let pt = Point3::new(4.0, 5.0, 6.0); let vec = Vector3::new(4.0, 5.0, 6.0); let q = UnitQuaternion::new_eps(axisangle, 1.0e-6); assert_relative_eq!(q * pt, Point3::new(6.0, 5.0, -4.0), epsilon = 1.0e-6); assert_relative_eq!(q * vec, Vector3::new(6.0, 5.0, -4.0), epsilon = 1.0e-6); // An almost zero vector yields an identity. assert_eq!(UnitQuaternion::new_eps(Vector3::new(1.0e-8, 1.0e-9, 1.0e-7), 1.0e-6), UnitQuaternion::identity());
pub fn from_scaled_axis<SB>(axisangle: Vector<N, U3, SB>) -> Self where
SB: Storage<N, U3>,
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SB: Storage<N, U3>,
Creates a new unit quaternion rotation from a rotation axis scaled by the rotation angle.
If axisangle
has a magnitude smaller than N::default_epsilon()
, this returns the identity rotation.
Same as Self::new(axisangle)
.
Example
let axisangle = Vector3::y() * f32::consts::FRAC_PI_2; // Point and vector being transformed in the tests. let pt = Point3::new(4.0, 5.0, 6.0); let vec = Vector3::new(4.0, 5.0, 6.0); let q = UnitQuaternion::from_scaled_axis(axisangle); assert_relative_eq!(q * pt, Point3::new(6.0, 5.0, -4.0), epsilon = 1.0e-6); assert_relative_eq!(q * vec, Vector3::new(6.0, 5.0, -4.0), epsilon = 1.0e-6); // A zero vector yields an identity. assert_eq!(UnitQuaternion::from_scaled_axis(Vector3::<f32>::zeros()), UnitQuaternion::identity());
pub fn from_scaled_axis_eps<SB>(axisangle: Vector<N, U3, SB>, eps: N) -> Self where
SB: Storage<N, U3>,
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SB: Storage<N, U3>,
Creates a new unit quaternion rotation from a rotation axis scaled by the rotation angle.
If axisangle
has a magnitude smaller than eps
, this returns the identity rotation.
Same as Self::new_eps(axisangle, eps)
.
Example
let axisangle = Vector3::y() * f32::consts::FRAC_PI_2; // Point and vector being transformed in the tests. let pt = Point3::new(4.0, 5.0, 6.0); let vec = Vector3::new(4.0, 5.0, 6.0); let q = UnitQuaternion::from_scaled_axis_eps(axisangle, 1.0e-6); assert_relative_eq!(q * pt, Point3::new(6.0, 5.0, -4.0), epsilon = 1.0e-6); assert_relative_eq!(q * vec, Vector3::new(6.0, 5.0, -4.0), epsilon = 1.0e-6); // An almost zero vector yields an identity. assert_eq!(UnitQuaternion::from_scaled_axis_eps(Vector3::new(1.0e-8, 1.0e-9, 1.0e-7), 1.0e-6), UnitQuaternion::identity());
Trait Implementations
impl<'a, 'b, N: Real> Mul<&'b Unit<Quaternion<N>>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1>,
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DefaultAllocator: Allocator<N, U4, U1>,
type Output = UnitQuaternion<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: &'b UnitQuaternion<N>) -> Self::Output
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impl<'a, N: Real> Mul<Unit<Quaternion<N>>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1>,
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DefaultAllocator: Allocator<N, U4, U1>,
type Output = UnitQuaternion<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: UnitQuaternion<N>) -> Self::Output
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impl<'b, N: Real> Mul<&'b Unit<Quaternion<N>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1>,
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DefaultAllocator: Allocator<N, U4, U1>,
type Output = UnitQuaternion<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: &'b UnitQuaternion<N>) -> Self::Output
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impl<N: Real> Mul<Unit<Quaternion<N>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1>,
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DefaultAllocator: Allocator<N, U4, U1>,
type Output = UnitQuaternion<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: UnitQuaternion<N>) -> Self::Output
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impl<'a, 'b, N: Real> Mul<&'b Rotation<N, U3>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
type Output = UnitQuaternion<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: &'b Rotation<N, U3>) -> Self::Output
[src]
impl<'a, N: Real> Mul<Rotation<N, U3>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
type Output = UnitQuaternion<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: Rotation<N, U3>) -> Self::Output
[src]
impl<'b, N: Real> Mul<&'b Rotation<N, U3>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
type Output = UnitQuaternion<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: &'b Rotation<N, U3>) -> Self::Output
[src]
impl<N: Real> Mul<Rotation<N, U3>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
type Output = UnitQuaternion<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: Rotation<N, U3>) -> Self::Output
[src]
impl<'a, 'b, N: Real, SB: Storage<N, U3>> Mul<&'b Matrix<N, U3, U1, SB>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Vector3<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: &'b Vector<N, U3, SB>) -> Self::Output
[src]
impl<'a, N: Real, SB: Storage<N, U3>> Mul<Matrix<N, U3, U1, SB>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Vector3<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: Vector<N, U3, SB>) -> Self::Output
[src]
impl<'b, N: Real, SB: Storage<N, U3>> Mul<&'b Matrix<N, U3, U1, SB>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Vector3<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: &'b Vector<N, U3, SB>) -> Self::Output
[src]
impl<N: Real, SB: Storage<N, U3>> Mul<Matrix<N, U3, U1, SB>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Vector3<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: Vector<N, U3, SB>) -> Self::Output
[src]
impl<'a, 'b, N: Real> Mul<&'b Point<N, U3>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Point3<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: &'b Point3<N>) -> Self::Output
[src]
impl<'a, N: Real> Mul<Point<N, U3>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Point3<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: Point3<N>) -> Self::Output
[src]
impl<'b, N: Real> Mul<&'b Point<N, U3>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Point3<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: &'b Point3<N>) -> Self::Output
[src]
impl<N: Real> Mul<Point<N, U3>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Point3<N>
The resulting type after applying the *
operator.
fn mul(self, rhs: Point3<N>) -> Self::Output
[src]
impl<'a, 'b, N: Real, SB: Storage<N, U3>> Mul<&'b Unit<Matrix<N, U3, U1, SB>>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Unit<Vector3<N>>
The resulting type after applying the *
operator.
fn mul(self, rhs: &'b Unit<Vector<N, U3, SB>>) -> Self::Output
[src]
impl<'a, N: Real, SB: Storage<N, U3>> Mul<Unit<Matrix<N, U3, U1, SB>>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Unit<Vector3<N>>
The resulting type after applying the *
operator.
fn mul(self, rhs: Unit<Vector<N, U3, SB>>) -> Self::Output
[src]
impl<'b, N: Real, SB: Storage<N, U3>> Mul<&'b Unit<Matrix<N, U3, U1, SB>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Unit<Vector3<N>>
The resulting type after applying the *
operator.
fn mul(self, rhs: &'b Unit<Vector<N, U3, SB>>) -> Self::Output
[src]
impl<N: Real, SB: Storage<N, U3>> Mul<Unit<Matrix<N, U3, U1, SB>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Unit<Vector3<N>>
The resulting type after applying the *
operator.
fn mul(self, rhs: Unit<Vector<N, U3, SB>>) -> Self::Output
[src]
impl<N: Real> Mul<Translation<N, U3>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Isometry<N, U3, UnitQuaternion<N>>
The resulting type after applying the *
operator.
fn mul(self, right: Translation<N, U3>) -> Self::Output
[src]
impl<'a, N: Real> Mul<Translation<N, U3>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Isometry<N, U3, UnitQuaternion<N>>
The resulting type after applying the *
operator.
fn mul(self, right: Translation<N, U3>) -> Self::Output
[src]
impl<'b, N: Real> Mul<&'b Translation<N, U3>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Isometry<N, U3, UnitQuaternion<N>>
The resulting type after applying the *
operator.
fn mul(self, right: &'b Translation<N, U3>) -> Self::Output
[src]
impl<'a, 'b, N: Real> Mul<&'b Translation<N, U3>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Isometry<N, U3, UnitQuaternion<N>>
The resulting type after applying the *
operator.
fn mul(self, right: &'b Translation<N, U3>) -> Self::Output
[src]
impl<N: Real> Mul<Isometry<N, U3, Unit<Quaternion<N>>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Isometry<N, U3, UnitQuaternion<N>>
The resulting type after applying the *
operator.
fn mul(self, right: Isometry<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<'a, N: Real> Mul<Isometry<N, U3, Unit<Quaternion<N>>>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Isometry<N, U3, UnitQuaternion<N>>
The resulting type after applying the *
operator.
fn mul(self, right: Isometry<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<'b, N: Real> Mul<&'b Isometry<N, U3, Unit<Quaternion<N>>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Isometry<N, U3, UnitQuaternion<N>>
The resulting type after applying the *
operator.
fn mul(self, right: &'b Isometry<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<'a, 'b, N: Real> Mul<&'b Isometry<N, U3, Unit<Quaternion<N>>>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Isometry<N, U3, UnitQuaternion<N>>
The resulting type after applying the *
operator.
fn mul(self, right: &'b Isometry<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<N: Real> Mul<Similarity<N, U3, Unit<Quaternion<N>>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Similarity<N, U3, UnitQuaternion<N>>
The resulting type after applying the *
operator.
fn mul(self, right: Similarity<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<'a, N: Real> Mul<Similarity<N, U3, Unit<Quaternion<N>>>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Similarity<N, U3, UnitQuaternion<N>>
The resulting type after applying the *
operator.
fn mul(self, right: Similarity<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<'b, N: Real> Mul<&'b Similarity<N, U3, Unit<Quaternion<N>>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Similarity<N, U3, UnitQuaternion<N>>
The resulting type after applying the *
operator.
fn mul(self, right: &'b Similarity<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<'a, 'b, N: Real> Mul<&'b Similarity<N, U3, Unit<Quaternion<N>>>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Similarity<N, U3, UnitQuaternion<N>>
The resulting type after applying the *
operator.
fn mul(self, right: &'b Similarity<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<N, C: TCategoryMul<TAffine>> Mul<Transform<N, U3, C>> for UnitQuaternion<N> where
N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
[src]
N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
type Output = Transform<N, U3, C::Representative>
The resulting type after applying the *
operator.
fn mul(self, rhs: Transform<N, U3, C>) -> Self::Output
[src]
impl<'a, N, C: TCategoryMul<TAffine>> Mul<Transform<N, U3, C>> for &'a UnitQuaternion<N> where
N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
[src]
N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
type Output = Transform<N, U3, C::Representative>
The resulting type after applying the *
operator.
fn mul(self, rhs: Transform<N, U3, C>) -> Self::Output
[src]
impl<'b, N, C: TCategoryMul<TAffine>> Mul<&'b Transform<N, U3, C>> for UnitQuaternion<N> where
N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
[src]
N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
type Output = Transform<N, U3, C::Representative>
The resulting type after applying the *
operator.
fn mul(self, rhs: &'b Transform<N, U3, C>) -> Self::Output
[src]
impl<'a, 'b, N, C: TCategoryMul<TAffine>> Mul<&'b Transform<N, U3, C>> for &'a UnitQuaternion<N> where
N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
[src]
N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
type Output = Transform<N, U3, C::Representative>
The resulting type after applying the *
operator.
fn mul(self, rhs: &'b Transform<N, U3, C>) -> Self::Output
[src]
impl<'a, 'b, N: Real> Div<&'b Unit<Quaternion<N>>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1>,
type Output = UnitQuaternion<N>
The resulting type after applying the /
operator.
fn div(self, rhs: &'b UnitQuaternion<N>) -> Self::Output
[src]
impl<'a, N: Real> Div<Unit<Quaternion<N>>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1>,
type Output = UnitQuaternion<N>
The resulting type after applying the /
operator.
fn div(self, rhs: UnitQuaternion<N>) -> Self::Output
[src]
impl<'b, N: Real> Div<&'b Unit<Quaternion<N>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1>,
type Output = UnitQuaternion<N>
The resulting type after applying the /
operator.
fn div(self, rhs: &'b UnitQuaternion<N>) -> Self::Output
[src]
impl<N: Real> Div<Unit<Quaternion<N>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1>,
type Output = UnitQuaternion<N>
The resulting type after applying the /
operator.
fn div(self, rhs: UnitQuaternion<N>) -> Self::Output
[src]
impl<'a, 'b, N: Real> Div<&'b Rotation<N, U3>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
type Output = UnitQuaternion<N>
The resulting type after applying the /
operator.
fn div(self, rhs: &'b Rotation<N, U3>) -> Self::Output
[src]
impl<'a, N: Real> Div<Rotation<N, U3>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
type Output = UnitQuaternion<N>
The resulting type after applying the /
operator.
fn div(self, rhs: Rotation<N, U3>) -> Self::Output
[src]
impl<'b, N: Real> Div<&'b Rotation<N, U3>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
type Output = UnitQuaternion<N>
The resulting type after applying the /
operator.
fn div(self, rhs: &'b Rotation<N, U3>) -> Self::Output
[src]
impl<N: Real> Div<Rotation<N, U3>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
type Output = UnitQuaternion<N>
The resulting type after applying the /
operator.
fn div(self, rhs: Rotation<N, U3>) -> Self::Output
[src]
impl<N: Real> Div<Isometry<N, U3, Unit<Quaternion<N>>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Isometry<N, U3, UnitQuaternion<N>>
The resulting type after applying the /
operator.
fn div(self, right: Isometry<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<'a, N: Real> Div<Isometry<N, U3, Unit<Quaternion<N>>>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Isometry<N, U3, UnitQuaternion<N>>
The resulting type after applying the /
operator.
fn div(self, right: Isometry<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<'b, N: Real> Div<&'b Isometry<N, U3, Unit<Quaternion<N>>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Isometry<N, U3, UnitQuaternion<N>>
The resulting type after applying the /
operator.
fn div(self, right: &'b Isometry<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<'a, 'b, N: Real> Div<&'b Isometry<N, U3, Unit<Quaternion<N>>>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Isometry<N, U3, UnitQuaternion<N>>
The resulting type after applying the /
operator.
fn div(self, right: &'b Isometry<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<N: Real> Div<Similarity<N, U3, Unit<Quaternion<N>>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Similarity<N, U3, UnitQuaternion<N>>
The resulting type after applying the /
operator.
fn div(self, right: Similarity<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<'a, N: Real> Div<Similarity<N, U3, Unit<Quaternion<N>>>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Similarity<N, U3, UnitQuaternion<N>>
The resulting type after applying the /
operator.
fn div(self, right: Similarity<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<'b, N: Real> Div<&'b Similarity<N, U3, Unit<Quaternion<N>>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Similarity<N, U3, UnitQuaternion<N>>
The resulting type after applying the /
operator.
fn div(self, right: &'b Similarity<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<'a, 'b, N: Real> Div<&'b Similarity<N, U3, Unit<Quaternion<N>>>> for &'a UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
[src]
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U1>,
type Output = Similarity<N, U3, UnitQuaternion<N>>
The resulting type after applying the /
operator.
fn div(self, right: &'b Similarity<N, U3, UnitQuaternion<N>>) -> Self::Output
[src]
impl<N, C: TCategoryMul<TAffine>> Div<Transform<N, U3, C>> for UnitQuaternion<N> where
N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
[src]
N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
type Output = Transform<N, U3, C::Representative>
The resulting type after applying the /
operator.
fn div(self, rhs: Transform<N, U3, C>) -> Self::Output
[src]
impl<'a, N, C: TCategoryMul<TAffine>> Div<Transform<N, U3, C>> for &'a UnitQuaternion<N> where
N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
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N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
type Output = Transform<N, U3, C::Representative>
The resulting type after applying the /
operator.
fn div(self, rhs: Transform<N, U3, C>) -> Self::Output
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impl<'b, N, C: TCategoryMul<TAffine>> Div<&'b Transform<N, U3, C>> for UnitQuaternion<N> where
N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
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N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
type Output = Transform<N, U3, C::Representative>
The resulting type after applying the /
operator.
fn div(self, rhs: &'b Transform<N, U3, C>) -> Self::Output
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impl<'a, 'b, N, C: TCategoryMul<TAffine>> Div<&'b Transform<N, U3, C>> for &'a UnitQuaternion<N> where
N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
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N: Scalar + Zero + One + ClosedAdd + ClosedMul + Real,
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U4, U4>,
type Output = Transform<N, U3, C::Representative>
The resulting type after applying the /
operator.
fn div(self, rhs: &'b Transform<N, U3, C>) -> Self::Output
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impl<'b, N: Real> MulAssign<&'b Unit<Quaternion<N>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1>,
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DefaultAllocator: Allocator<N, U4, U1>,
fn mul_assign(&mut self, rhs: &'b UnitQuaternion<N>)
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impl<N: Real> MulAssign<Unit<Quaternion<N>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1>,
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DefaultAllocator: Allocator<N, U4, U1>,
fn mul_assign(&mut self, rhs: UnitQuaternion<N>)
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impl<'b, N: Real> MulAssign<&'b Rotation<N, U3>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
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DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
fn mul_assign(&mut self, rhs: &'b Rotation<N, U3>)
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impl<N: Real> MulAssign<Rotation<N, U3>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
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DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
fn mul_assign(&mut self, rhs: Rotation<N, U3>)
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impl<'b, N: Real> DivAssign<&'b Unit<Quaternion<N>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1>,
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DefaultAllocator: Allocator<N, U4, U1>,
fn div_assign(&mut self, rhs: &'b UnitQuaternion<N>)
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impl<N: Real> DivAssign<Unit<Quaternion<N>>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1>,
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DefaultAllocator: Allocator<N, U4, U1>,
fn div_assign(&mut self, rhs: UnitQuaternion<N>)
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impl<'b, N: Real> DivAssign<&'b Rotation<N, U3>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
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DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
fn div_assign(&mut self, rhs: &'b Rotation<N, U3>)
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impl<N: Real> DivAssign<Rotation<N, U3>> for UnitQuaternion<N> where
DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
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DefaultAllocator: Allocator<N, U4, U1> + Allocator<N, U3, U3>,
fn div_assign(&mut self, rhs: Rotation<N, U3>)
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impl<N: Real + Display> Display for UnitQuaternion<N>
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impl<N: Real + AbsDiffEq<Epsilon = N>> AbsDiffEq<Unit<Quaternion<N>>> for UnitQuaternion<N>
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type Epsilon = N
Used for specifying relative comparisons.
fn default_epsilon() -> Self::Epsilon
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fn abs_diff_eq(&self, other: &Self, epsilon: Self::Epsilon) -> bool
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fn abs_diff_ne(&self, other: &Rhs, epsilon: Self::Epsilon) -> bool
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impl<N: Real + RelativeEq<Epsilon = N>> RelativeEq<Unit<Quaternion<N>>> for UnitQuaternion<N>
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fn default_max_relative() -> Self::Epsilon
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fn relative_eq(
&self,
other: &Self,
epsilon: Self::Epsilon,
max_relative: Self::Epsilon
) -> bool
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&self,
other: &Self,
epsilon: Self::Epsilon,
max_relative: Self::Epsilon
) -> bool
fn relative_ne(
&self,
other: &Rhs,
epsilon: Self::Epsilon,
max_relative: Self::Epsilon
) -> bool
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&self,
other: &Rhs,
epsilon: Self::Epsilon,
max_relative: Self::Epsilon
) -> bool
impl<N: Real + UlpsEq<Epsilon = N>> UlpsEq<Unit<Quaternion<N>>> for UnitQuaternion<N>
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fn default_max_ulps() -> u32
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fn ulps_eq(&self, other: &Self, epsilon: Self::Epsilon, max_ulps: u32) -> bool
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fn ulps_ne(&self, other: &Rhs, epsilon: Self::Epsilon, max_ulps: u32) -> bool
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impl<N: Real> One for UnitQuaternion<N>
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fn one() -> Self
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fn set_one(&mut self)
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fn is_one(&self) -> bool where
Self: PartialEq<Self>,
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Self: PartialEq<Self>,
impl<N: Real> AbstractMagma<Multiplicative> for UnitQuaternion<N>
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impl<N: Real> AbstractQuasigroup<Multiplicative> for UnitQuaternion<N>
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fn prop_inv_is_latin_square_approx(args: (Self, Self)) -> bool where
Self: RelativeEq<Self>,
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Self: RelativeEq<Self>,
fn prop_inv_is_latin_square(args: (Self, Self)) -> bool where
Self: Eq,
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Self: Eq,
impl<N: Real> AbstractSemigroup<Multiplicative> for UnitQuaternion<N>
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fn prop_is_associative_approx(args: (Self, Self, Self)) -> bool where
Self: RelativeEq<Self>,
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Self: RelativeEq<Self>,
fn prop_is_associative(args: (Self, Self, Self)) -> bool where
Self: Eq,
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Self: Eq,
impl<N: Real> AbstractLoop<Multiplicative> for UnitQuaternion<N>
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impl<N: Real> AbstractMonoid<Multiplicative> for UnitQuaternion<N>
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fn prop_operating_identity_element_is_noop_approx(args: (Self,)) -> bool where
Self: RelativeEq<Self>,
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Self: RelativeEq<Self>,
fn prop_operating_identity_element_is_noop(args: (Self,)) -> bool where
Self: Eq,
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Self: Eq,
impl<N: Real> AbstractGroup<Multiplicative> for UnitQuaternion<N>
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impl<N: Real> Identity<Multiplicative> for UnitQuaternion<N>
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impl<N: Real> Inverse<Multiplicative> for UnitQuaternion<N>
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fn inverse(&self) -> Self
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fn inverse_mut(&mut self)
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impl<N1, N2> SubsetOf<Unit<Quaternion<N2>>> for UnitQuaternion<N1> where
N1: Real,
N2: Real + SupersetOf<N1>,
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N1: Real,
N2: Real + SupersetOf<N1>,
fn to_superset(&self) -> UnitQuaternion<N2>
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fn is_in_subset(uq: &UnitQuaternion<N2>) -> bool
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unsafe fn from_superset_unchecked(uq: &UnitQuaternion<N2>) -> Self
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fn from_superset(element: &T) -> Option<Self>
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impl<N1, N2> SubsetOf<Rotation<N2, U3>> for UnitQuaternion<N1> where
N1: Real,
N2: Real + SupersetOf<N1>,
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N1: Real,
N2: Real + SupersetOf<N1>,
fn to_superset(&self) -> Rotation3<N2>
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fn is_in_subset(rot: &Rotation3<N2>) -> bool
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unsafe fn from_superset_unchecked(rot: &Rotation3<N2>) -> Self
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fn from_superset(element: &T) -> Option<Self>
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impl<N1, N2, R> SubsetOf<Isometry<N2, U3, R>> for UnitQuaternion<N1> where
N1: Real,
N2: Real + SupersetOf<N1>,
R: AlgaRotation<Point3<N2>> + SupersetOf<UnitQuaternion<N1>>,
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N1: Real,
N2: Real + SupersetOf<N1>,
R: AlgaRotation<Point3<N2>> + SupersetOf<UnitQuaternion<N1>>,
fn to_superset(&self) -> Isometry<N2, U3, R>
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fn is_in_subset(iso: &Isometry<N2, U3, R>) -> bool
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unsafe fn from_superset_unchecked(iso: &Isometry<N2, U3, R>) -> Self
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fn from_superset(element: &T) -> Option<Self>
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impl<N1, N2, R> SubsetOf<Similarity<N2, U3, R>> for UnitQuaternion<N1> where
N1: Real,
N2: Real + SupersetOf<N1>,
R: AlgaRotation<Point3<N2>> + SupersetOf<UnitQuaternion<N1>>,
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N1: Real,
N2: Real + SupersetOf<N1>,
R: AlgaRotation<Point3<N2>> + SupersetOf<UnitQuaternion<N1>>,
fn to_superset(&self) -> Similarity<N2, U3, R>
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fn is_in_subset(sim: &Similarity<N2, U3, R>) -> bool
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unsafe fn from_superset_unchecked(sim: &Similarity<N2, U3, R>) -> Self
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fn from_superset(element: &T) -> Option<Self>
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impl<N1, N2, C> SubsetOf<Transform<N2, U3, C>> for UnitQuaternion<N1> where
N1: Real,
N2: Real + SupersetOf<N1>,
C: SuperTCategoryOf<TAffine>,
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N1: Real,
N2: Real + SupersetOf<N1>,
C: SuperTCategoryOf<TAffine>,
fn to_superset(&self) -> Transform<N2, U3, C>
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fn is_in_subset(t: &Transform<N2, U3, C>) -> bool
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unsafe fn from_superset_unchecked(t: &Transform<N2, U3, C>) -> Self
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fn from_superset(element: &T) -> Option<Self>
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impl<N1: Real, N2: Real + SupersetOf<N1>> SubsetOf<Matrix<N2, U4, U4, <DefaultAllocator as Allocator<N2, U4, U4>>::Buffer>> for UnitQuaternion<N1>
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fn to_superset(&self) -> Matrix4<N2>
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fn is_in_subset(m: &Matrix4<N2>) -> bool
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unsafe fn from_superset_unchecked(m: &Matrix4<N2>) -> Self
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fn from_superset(element: &T) -> Option<Self>
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impl<N: Real> Transformation<Point<N, U3>> for UnitQuaternion<N>
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fn transform_point(&self, pt: &Point3<N>) -> Point3<N>
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fn transform_vector(&self, v: &Vector3<N>) -> Vector3<N>
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impl<N: Real> ProjectiveTransformation<Point<N, U3>> for UnitQuaternion<N>
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fn inverse_transform_point(&self, pt: &Point3<N>) -> Point3<N>
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fn inverse_transform_vector(&self, v: &Vector3<N>) -> Vector3<N>
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impl<N: Real> AffineTransformation<Point<N, U3>> for UnitQuaternion<N>
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type Rotation = Self
Type of the first rotation to be applied.
type NonUniformScaling = Id
Type of the non-uniform scaling to be applied.
type Translation = Id
The type of the pure translation part of this affine transformation.
fn decompose(&self) -> (Id, Self, Id, Self)
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fn append_translation(&self, _: &Self::Translation) -> Self
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fn prepend_translation(&self, _: &Self::Translation) -> Self
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fn append_rotation(&self, r: &Self::Rotation) -> Self
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fn prepend_rotation(&self, r: &Self::Rotation) -> Self
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fn append_scaling(&self, _: &Self::NonUniformScaling) -> Self
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fn prepend_scaling(&self, _: &Self::NonUniformScaling) -> Self
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fn append_rotation_wrt_point(&self, r: &Self::Rotation, p: &E) -> Option<Self>
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impl<N: Real> Similarity<Point<N, U3>> for UnitQuaternion<N>
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type Scaling = Id
The type of the pure (uniform) scaling part of this similarity transformation.
fn translation(&self) -> Id
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fn rotation(&self) -> Self
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fn scaling(&self) -> Id
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fn translate_point(&self, pt: &E) -> E
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fn rotate_point(&self, pt: &E) -> E
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fn scale_point(&self, pt: &E) -> E
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fn rotate_vector(
&self,
pt: &<E as EuclideanSpace>::Coordinates
) -> <E as EuclideanSpace>::Coordinates
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&self,
pt: &<E as EuclideanSpace>::Coordinates
) -> <E as EuclideanSpace>::Coordinates
fn scale_vector(
&self,
pt: &<E as EuclideanSpace>::Coordinates
) -> <E as EuclideanSpace>::Coordinates
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&self,
pt: &<E as EuclideanSpace>::Coordinates
) -> <E as EuclideanSpace>::Coordinates
fn inverse_translate_point(&self, pt: &E) -> E
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fn inverse_rotate_point(&self, pt: &E) -> E
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fn inverse_scale_point(&self, pt: &E) -> E
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fn inverse_rotate_vector(
&self,
pt: &<E as EuclideanSpace>::Coordinates
) -> <E as EuclideanSpace>::Coordinates
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&self,
pt: &<E as EuclideanSpace>::Coordinates
) -> <E as EuclideanSpace>::Coordinates
fn inverse_scale_vector(
&self,
pt: &<E as EuclideanSpace>::Coordinates
) -> <E as EuclideanSpace>::Coordinates
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&self,
pt: &<E as EuclideanSpace>::Coordinates
) -> <E as EuclideanSpace>::Coordinates