gfxmath-vec4 0.1.1

A simple 3D math library
Documentation
use crate::Vec4;
use core::ops::DivAssign;

/// Scalar division with vector
/// 
/// ```
/// use gfxmath_vec4::Vec4;
/// 
/// let mut a = Vec4::<f32>::new(0.5, 2.5, -2.5, 3.0);
/// let b = Vec4::<f32>::new(0.5, 2.5, -2.5, 3.0);
/// a /= b;
/// 
/// assert_eq!(1.0, a.x);
/// assert_eq!(1.0, a.y);
/// assert_eq!(1.0, a.z);
/// assert_eq!(1.0, a.w);
/// ```
#[opimps::impl_ops_assign(DivAssign)]
#[inline]
fn div_assign<T>(self: Vec4<T>, rhs: Vec4<T>) ->  Vec4<T> where T: DivAssign<T> + Copy {
    let l = self.as_mut_slice();
    let r = rhs.as_slice();

    l[0] /= r[0];
    l[1] /= r[1];
    l[2] /= r[2];
    l[3] /= r[3];
}    

/// Scalar division with vector
/// 
/// ```
/// use gfxmath_vec4::Vec4;
/// 
/// let mut a = Vec4::<f32>::new(0.5, 2.5, -2.5, 1.0);
/// a /= 2.0;
/// 
/// assert_eq!( 0.25, a.x);
/// assert_eq!( 1.25, a.y);
/// assert_eq!(-1.25, a.z);
/// assert_eq!( 0.5, a.w);
/// ```
#[opimps::impl_op_assign(DivAssign)]
#[inline]
fn div_assign<T>(self: Vec4<T>, rhs: T) -> Vec4<T> where T: DivAssign<T> + Copy {
    let l = self.as_mut_slice();
    l[0] /= rhs;
    l[1] /= rhs;
    l[2] /= rhs;
    l[3] /= rhs;
}