use core::ops::{Add, Sub, Mul, Div, AddAssign, SubAssign, MulAssign, DivAssign};
use core::fmt;
#[allow(unused_imports)]
use num::{Num, Integer, Unsigned, Signed, Float};
#[allow(unused_imports)]
use super::{Vector, VecItem, VecNum, VecInt, VecUnsigned, VecSigned, VecFloat};
#[cfg(feature = "serialize")]
#[derive(Copy, Clone, Default, Hash, Eq, PartialEq, Serialize, Deserialize)]
pub struct Vec4<T: VecItem> {
pub x: T,
pub y: T,
pub z: T,
pub w: T,
}
#[cfg(not(feature = "serialize"))]
#[derive(Copy, Clone, Default, Hash, Eq, PartialEq)]
pub struct Vec4<T: VecItem> {
pub x: T,
pub y: T,
pub z: T,
pub w: T,
}
impl<T: VecItem> Vec4<T> {
pub fn new(x: T, y: T, z: T, w: T) -> Self { Self { x, y, z, w, ..Default::default() } }
pub fn elements(&self) -> [T; 4] { [self.x, self.y, self.z, self.w] }
pub fn map<U: VecItem, F: Fn(T) -> U>(&self, f: F) -> Vec4<U> {
Vec4 {
x: f(self.x),
y: f(self.y),
z: f(self.z),
w: f(self.w),
}
}
pub fn convert_to<U: VecItem + From<T>>(&self) -> Vec4<U> {
Vec4 {
x: U::from(self.x),
y: U::from(self.y),
z: U::from(self.z),
w: U::from(self.w),
}
}
}
impl<T: VecItem> Vector for Vec4<T> {
type Item = T;
}
impl<T: VecItem + fmt::Debug> fmt::Debug for Vec4<T> {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "(x: {:?}, y: {:?}, z: {:?}, w: {:?})", self.x, self.y, self.z, self.w)
}
}
impl<T: VecItem + fmt::Display> fmt::Display for Vec4<T> {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "({}, {}, {}, {})", self.x, self.y, self.z, self.w)
}
}
impl<T: VecItem> From<[T; 4]> for Vec4<T> {
fn from(arr: [T; 4]) -> Self { Self { x: arr[0], y: arr[1], z: arr[2], w: arr[3], ..Default::default() } }
}
impl<T: VecItem> From<(T, T, T, T)> for Vec4<T> {
fn from(tup: (T, T, T, T)) -> Self { Self { x: tup.0, y: tup.1, z: tup.2, w: tup.3, ..Default::default() } }
}
impl<T> Add for Vec4<T> where T: VecItem + Add, T::Output: VecItem + Add {
type Output = Vec4<T::Output>;
fn add(self, other: Self) -> Vec4<T::Output> {
Vec4 {
x: self.x + other.x,
y: self.y + other.y,
z: self.z + other.z,
w: self.w + other.w,
..Default::default()
}
}
}
impl<T> Sub for Vec4<T> where T: VecItem + Sub, T::Output: VecItem + Sub {
type Output = Vec4<T::Output>;
fn sub(self, other: Self) -> Vec4<T::Output> {
Vec4 {
x: self.x - other.x,
y: self.y - other.y,
z: self.z - other.z,
w: self.w - other.w,
..Default::default()
}
}
}
impl<T> Mul for Vec4<T> where T: VecItem + Mul, T::Output: VecItem + Mul {
type Output = Vec4<T::Output>;
fn mul(self, other: Self) -> Vec4<T::Output> {
Vec4 {
x: self.x * other.x,
y: self.y * other.y,
z: self.z * other.z,
w: self.w * other.w,
..Default::default()
}
}
}
impl<T> Div for Vec4<T> where T: VecItem + Div, T::Output: VecItem + Div {
type Output = Vec4<T::Output>;
fn div(self, other: Self) -> Vec4<T::Output> {
Vec4 {
x: self.x / other.x,
y: self.y / other.y,
z: self.z / other.z,
w: self.w / other.w,
..Default::default()
}
}
}
impl<T> Add<T> for Vec4<T> where T: VecItem + Add, T::Output: VecItem + Add {
type Output = Vec4<T::Output>;
fn add(self, other: T) -> Vec4<T::Output> {
Vec4 {
x: self.x + other,
y: self.y + other,
z: self.z + other,
w: self.w + other,
..Default::default()
}
}
}
impl<T> Sub<T> for Vec4<T> where T: VecItem + Sub, T::Output: VecItem + Sub {
type Output = Vec4<T::Output>;
fn sub(self, other: T) -> Vec4<T::Output> {
Vec4 {
x: self.x - other,
y: self.y - other,
z: self.z - other,
w: self.w - other,
..Default::default()
}
}
}
impl<T> Mul<T> for Vec4<T> where T: VecItem + Mul, T::Output: VecItem + Mul {
type Output = Vec4<T::Output>;
fn mul(self, other: T) -> Vec4<T::Output> {
Vec4 {
x: self.x * other,
y: self.y * other,
z: self.z * other,
w: self.w * other,
..Default::default()
}
}
}
impl<T> Div<T> for Vec4<T> where T: VecItem + Div, T::Output: VecItem + Div {
type Output = Vec4<T::Output>;
fn div(self, other: T) -> Vec4<T::Output> {
Vec4 {
x: self.x / other,
y: self.y / other,
z: self.z / other,
w: self.w / other,
..Default::default()
}
}
}
impl<T> AddAssign for Vec4<T> where T: VecItem + Add<Output=T> {
fn add_assign(&mut self, other: Self) {
*self = Vec4 {
x: self.x + other.x,
y: self.y + other.y,
z: self.z + other.z,
w: self.w + other.w,
..Default::default()
}
}
}
impl<T> SubAssign for Vec4<T> where T: VecItem + Sub<Output=T> {
fn sub_assign(&mut self, other: Self) {
*self = Vec4 {
x: self.x - other.x,
y: self.y - other.y,
z: self.z - other.z,
w: self.w - other.w,
..Default::default()
}
}
}
impl<T> MulAssign for Vec4<T> where T: VecItem + Mul<Output=T> {
fn mul_assign(&mut self, other: Self) {
*self = Vec4 {
x: self.x * other.x,
y: self.y * other.y,
z: self.z * other.z,
w: self.w * other.w,
..Default::default()
}
}
}
impl<T> DivAssign for Vec4<T> where T: VecItem + Div<Output=T> {
fn div_assign(&mut self, other: Self) {
*self = Vec4 {
x: self.x / other.x,
y: self.y / other.y,
z: self.z / other.z,
w: self.w / other.w,
..Default::default()
}
}
}
impl<T> AddAssign<T> for Vec4<T> where T: VecItem + Add<Output=T> {
fn add_assign(&mut self, other: T) {
*self = Vec4 {
x: self.x + other,
y: self.y + other,
z: self.z + other,
w: self.w + other,
..Default::default()
}
}
}
impl<T> SubAssign<T> for Vec4<T> where T: VecItem + Sub<Output=T> {
fn sub_assign(&mut self, other: T) {
*self = Vec4 {
x: self.x - other,
y: self.y - other,
z: self.z - other,
w: self.w - other,
..Default::default()
}
}
}
impl<T> MulAssign<T> for Vec4<T> where T: VecItem + Mul<Output=T> {
fn mul_assign(&mut self, other: T) {
*self = Vec4 {
x: self.x * other,
y: self.y * other,
z: self.z * other,
w: self.w * other,
..Default::default()
}
}
}
impl<T> DivAssign<T> for Vec4<T> where T: VecItem + Div<Output=T> {
fn div_assign(&mut self, other: T) {
*self = Vec4 {
x: self.x / other,
y: self.y / other,
z: self.z / other,
w: self.w / other,
..Default::default()
}
}
}
impl<T> VecNum for Vec4<T> where T: VecItem + Num {
fn sum(&self) -> Self::Item {
self.x + self.y + self.z + self.w
}
fn product(&self) -> Self::Item {
self.x * self.y * self.z * self.w
}
}
impl<T> VecInt for Vec4<T> where T: VecItem + Integer {
fn div_euc(&self, other: Self) -> Self {
Self {
x: self.x.div_floor(&other.x),
y: self.y.div_floor(&other.y),
z: self.z.div_floor(&other.z),
w: self.w.div_floor(&other.w),
}
}
}
impl<T> VecSigned for Vec4<T> where T: VecItem + Signed {
fn snake_length(&self) -> Self::Item {
self.x.abs() + self.y.abs() + self.z.abs() + self.w.abs()
}
}
impl<T> VecFloat for Vec4<T> where T: VecItem + Float {
fn length(&self) -> Self::Item {
(self.x * self.x + self.y * self.y + self.z * self.z + self.w * self.w).sqrt()
}
fn norm(&self) -> Self {
let len = self.length();
Vec4::new(
self.x / len,
self.y / len,
self.z / len,
self.w / len,
)
}
fn floor(&self) -> Self {
self.map(|e| e.floor())
}
fn ceil(&self) -> Self {
self.map(|e| e.ceil())
}
fn round(&self) -> Self {
self.map(|e| e.round())
}
}