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use super::Vec4;
#[inline]
pub fn vec4(x: f32, y: f32, z: f32, w: f32) -> Vec4 {
Vec4::new(x, y, z, w)
}
impl Vec4 {
/// Returns a new `Vec4` with elements representing the sign of `self`.
///
/// - `1.0` if the number is positive, `+0.0` or `INFINITY`
/// - `-1.0` if the number is negative, `-0.0` or `NEG_INFINITY`
#[inline]
pub fn sign(self) -> Self {
let mask = self.cmpge(Self::zero());
mask.select(Self::splat(1.0), Self::splat(-1.0))
}
/// Computes the reciprocal `1.0/n` of each element, returning the
/// results in a new `Vec4`.
#[inline]
pub fn reciprocal(self) -> Self {
// TODO: Optimize
Self::one() / self
}
/// Performs a linear interpolation between `self` and `other` based on
/// the value `s`.
///
/// When `s` is `0.0`, the result will be equal to `self`. When `s`
/// is `1.0`, the result will be equal to `other`.
#[inline]
pub fn lerp(self, other: Self, s: f32) -> Self {
self + ((other - self) * s)
}
/// Returns whether `self` is length `1.0` or not.
///
/// Uses a precision threshold of `1e-6`.
#[inline]
pub fn is_normalized(self) -> bool {
is_normalized!(self)
}
/// Returns true if the absolute difference of all elements between `self`
/// and `other` is less than or equal to `max_abs_diff`.
///
/// This can be used to compare if two `Vec4`'s contain similar elements. It
/// works best when comparing with a known value. The `max_abs_diff` that
/// should be used used depends on the values being compared against.
///
/// For more on floating point comparisons see
/// https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/
#[inline]
pub fn abs_diff_eq(self, other: Self, max_abs_diff: f32) -> bool {
abs_diff_eq!(self, other, max_abs_diff)
}
}
impl AsRef<[f32; 4]> for Vec4 {
#[inline]
fn as_ref(&self) -> &[f32; 4] {
unsafe { &*(self as *const Self as *const [f32; 4]) }
}
}
impl AsMut<[f32; 4]> for Vec4 {
#[inline]
fn as_mut(&mut self) -> &mut [f32; 4] {
unsafe { &mut *(self as *mut Self as *mut [f32; 4]) }
}
}