glam_det 2.0.0

A simple and fast 3D math library for games and graphics.
Documentation
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// Copyright (C) 2020-2025 glam-det authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

// Generated from vec.rs.tera template. Edit the template, not the generated file.

use crate::bool::simd_alias::BVec3A;
use crate::f32::simd_alias::{Point4, Vec3A};
use crate::{Point2, Point3, Vec3};

#[cfg(not(target_arch = "spirv"))]
use core::fmt;
use core::ops::*;

use core::arch::aarch64::*;

use auto_ops_det::{impl_op, impl_op_ex, impl_op_ex_commutative};
use core::ops;

/// Creates a 3-dimensional point.
#[inline]
pub const fn point3a(x: f32, y: f32, z: f32) -> Point3A {
    Point3A::new(x, y, z)
}

/// A 3-dimensional point with SIMD support.
///
/// This type is 16 byte aligned. A SIMD point type is used for storage on supported platforms for
/// better performance than the `Point3` type.
///
/// It is possible to convert between `Point3` and `Point3A` types using `From` trait implementations.
#[derive(Clone, Copy)]
#[repr(transparent)]
pub struct Point3A(pub(crate) Vec3A);

impl Point3A {
    /// All zeroes.
    pub const ZERO: Self = Self::splat(0.0_f32);

    /// All ones.
    pub const ONE: Self = Self::splat(1.0_f32);

    /// All negative ones.
    pub const NEG_ONE: Self = Self::splat(-1.0_f32);

    /// All NAN.
    pub const NAN: Self = Self::splat(f32::NAN);

    /// A unit-length point pointing along the positive X axis.
    pub const X: Self = Self::new(1.0_f32, 0.0_f32, 0.0_f32);

    /// A unit-length point pointing along the positive Y axis.
    pub const Y: Self = Self::new(0.0_f32, 1.0_f32, 0.0_f32);

    /// A unit-length point pointing along the positive Z axis.
    pub const Z: Self = Self::new(0.0_f32, 0.0_f32, 1.0_f32);

    /// A unit-length point pointing along the negative X axis.
    pub const NEG_X: Self = Self::new(-1.0_f32, 0.0_f32, 0.0_f32);

    /// A unit-length point pointing along the negative Y axis.
    pub const NEG_Y: Self = Self::new(0.0_f32, -1.0_f32, 0.0_f32);

    /// A unit-length point pointing along the negative Z axis.
    pub const NEG_Z: Self = Self::new(0.0_f32, 0.0_f32, -1.0_f32);

    /// The unit axes.
    pub const AXES: [Self; 3] = [Self::X, Self::Y, Self::Z];

    /// Creates a new point.
    #[inline]
    pub const fn new(x: f32, y: f32, z: f32) -> Self {
        Self(Vec3A::new(x, y, z))
    }

    /// Creates a point with all elements set to `v`.
    #[inline]
    pub const fn splat(v: f32) -> Self {
        Self(Vec3A::splat(v))
    }

    /// Creates a point from the elements in `if_true` and `if_false`, selecting which to use
    /// for each element of `self`.
    ///
    /// A true element in the mask uses the corresponding element from `if_true`, and false
    /// uses the element from `if_false`.
    #[inline]
    pub fn select(mask: BVec3A, if_true: Self, if_false: Self) -> Self {
        Self(Vec3A::select(mask, if_true.0, if_false.0))
    }

    /// Creates a new point from an array.
    #[inline]
    pub const fn from_array(a: [f32; 3]) -> Self {
        Self::new(a[0], a[1], a[2])
    }

    /// `[x, y, z]`
    #[inline]
    pub const fn to_array(&self) -> [f32; 3] {
        self.0.to_array()
    }

    /// Creates a point from the first 3 values in `slice`.
    ///
    /// # Panics
    ///
    /// Panics if `slice` is less than 3 elements long.
    #[inline]
    pub const fn from_slice(slice: &[f32]) -> Self {
        Self::new(slice[0], slice[1], slice[2])
    }

    /// Writes the elements of `self` to the first 3 elements in `slice`.
    ///
    /// # Panics
    ///
    /// Panics if `slice` is less than 3 elements long.
    #[inline]
    pub fn write_to_slice(self, slice: &mut [f32]) {
        self.0.write_to_slice(slice)
    }

    /// Creates a 4D point from `self` and the given `w` value.
    #[inline]
    pub fn extend(self, w: f32) -> Point4 {
        Point4::new(self.x, self.y, self.z, w)
    }

    /// Creates a 2D point from the `x` and `y` elements of `self`, discarding `z`.
    ///
    /// Truncation may also be performed by using `self.xy()` or `Point2::from()`.
    #[inline]
    pub fn truncate(self) -> Point2 {
        use crate::swizzles::Vec3Swizzles;
        self.xy()
    }

    /// Returns a point containing the minimum values for each element of `self` and `rhs`.
    ///
    /// In other words this computes `[self.x.min(rhs.x), self.y.min(rhs.y), ..]`.
    #[inline]
    pub fn min(self, rhs: Self) -> Self {
        Self(self.0.min(rhs.0))
    }

    /// Returns a point containing the maximum values for each element of `self` and `rhs`.
    ///
    /// In other words this computes `[self.x.max(rhs.x), self.y.max(rhs.y), ..]`.
    #[inline]
    pub fn max(self, rhs: Self) -> Self {
        Self(self.0.max(rhs.0))
    }

    /// Component-wise clamping of values, similar to [`f32::clamp`].
    ///
    /// Each element in `min` must be less-or-equal to the corresponding element in `max`.
    ///
    /// # Panics
    ///
    /// Will panic if `min` is greater than `max` when `glam_assert` is enabled.
    #[inline]
    pub fn clamp(self, min: Self, max: Self) -> Self {
        Self(self.0.clamp(min.0, max.0))
    }

    /// Returns the horizontal minimum of `self`.
    ///
    /// In other words this computes `min(x, y, ..)`.
    #[inline]
    pub fn min_element(self) -> f32 {
        self.0.min_element()
    }

    /// Returns the horizontal maximum of `self`.
    ///
    /// In other words this computes `max(x, y, ..)`.
    #[inline]
    pub fn max_element(self) -> f32 {
        self.0.max_element()
    }

    /// Returns a vector mask containing the result of a `==` comparison for each element of
    /// `self` and `rhs`.
    ///
    /// In other words, this computes `[self.x == rhs.x, self.y == rhs.y, ..]` for all
    /// elements.
    #[inline]
    pub fn cmpeq(self, rhs: Self) -> BVec3A {
        self.0.cmpeq(rhs.0)
    }

    /// Returns a vector mask containing the result of a `!=` comparison for each element of
    /// `self` and `rhs`.
    ///
    /// In other words this computes `[self.x != rhs.x, self.y != rhs.y, ..]` for all
    /// elements.
    #[inline]
    pub fn cmpne(self, rhs: Self) -> BVec3A {
        self.0.cmpne(rhs.0)
    }

    /// Returns a vector mask containing the result of a `>=` comparison for each element of
    /// `self` and `rhs`.
    ///
    /// In other words this computes `[self.x >= rhs.x, self.y >= rhs.y, ..]` for all
    /// elements.
    #[inline]
    pub fn cmpge(self, rhs: Self) -> BVec3A {
        self.0.cmpge(rhs.0)
    }

    /// Returns a vector mask containing the result of a `>` comparison for each element of
    /// `self` and `rhs`.
    ///
    /// In other words this computes `[self.x > rhs.x, self.y > rhs.y, ..]` for all
    /// elements.
    #[inline]
    pub fn cmpgt(self, rhs: Self) -> BVec3A {
        self.0.cmpgt(rhs.0)
    }

    /// Returns a vector mask containing the result of a `<=` comparison for each element of
    /// `self` and `rhs`.
    ///
    /// In other words this computes `[self.x <= rhs.x, self.y <= rhs.y, ..]` for all
    /// elements.
    #[inline]
    pub fn cmple(self, rhs: Self) -> BVec3A {
        self.0.cmple(rhs.0)
    }

    /// Returns a vector mask containing the result of a `<` comparison for each element of
    /// `self` and `rhs`.
    ///
    /// In other words this computes `[self.x < rhs.x, self.y < rhs.y, ..]` for all
    /// elements.
    #[inline]
    pub fn cmplt(self, rhs: Self) -> BVec3A {
        self.0.cmplt(rhs.0)
    }

    /// Returns a point containing the absolute value of each element of `self`.
    #[inline]
    pub fn abs(self) -> Self {
        Self(self.0.abs())
    }

    /// Returns a vector 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`
    /// - `NAN` if the number is `NAN`
    ///
    /// # Warning
    ///
    /// Because of the fact that `-Point3A::ZERO` output `Point3A::ZERO`,
    /// so the sign of `-Point3A::ZERO` is `1.0`, which is different from the behavior of `std::f32`.
    /// This phenomenon exists if some of vector elements is zero.
    #[inline]
    pub fn signum(self) -> Vec3A {
        self.0.signum()
    }

    /// Returns `true` if, and only if, all elements are finite.  If any element is either
    /// `NaN`, positive or negative infinity, this will return `false`.
    #[inline]
    pub fn is_finite(self) -> bool {
        self.0.is_finite()
    }

    /// Returns `true` if any elements are `NaN`.
    #[inline]
    pub fn is_nan(self) -> bool {
        self.0.is_nan()
    }

    /// Performs `is_nan` on each element of self, returning a vector mask of the results.
    ///
    /// In other words, this computes `[x.is_nan(), y.is_nan(), z.is_nan(), w.is_nan()]`.
    #[inline]
    pub fn is_nan_mask(self) -> BVec3A {
        self.0.is_nan_mask()
    }

    /// Returns a point containing the nearest integer to a number for each element of `self`.
    /// Round half-way cases away from 0.0.
    #[inline]
    pub fn round(self) -> Self {
        Self(self.0.round())
    }

    /// Returns a point containing the largest integer less than or equal to a number for each
    /// element of `self`.
    #[inline]
    pub fn floor(self) -> Self {
        Self(self.0.floor())
    }

    /// Returns a point containing the smallest integer greater than or equal to a number for
    /// each element of `self`.
    #[inline]
    pub fn ceil(self) -> Self {
        Self(self.0.ceil())
    }

    /// Returns a point containing the fractional part of the vector, e.g. `self -
    /// self.floor()`.
    ///
    /// Note that this is fast but not precise for large numbers.
    #[inline]
    pub fn fract(self) -> Self {
        Self(self.0.fract())
    }

    /// Returns a point containing `e^self` (the exponential function) for each element of
    /// `self`.
    #[inline]
    pub fn exp(self) -> Self {
        Self(self.0.exp())
    }

    /// Returns a point containing each element of `self` raised to the power of `n`.
    #[inline]
    pub fn powf(self, n: f32) -> Self {
        Self(self.0.powf(n))
    }

    /// Returns a point containing the reciprocal `1.0/n` of each element of `self`.
    #[inline]
    pub fn recip(self) -> Self {
        Self(self.0.recip())
    }

    /// Computes the length of `self` to origin point.

    #[inline]
    pub fn length(self) -> f32 {
        self.0.length()
    }

    /// Computes the squared length of `self` to origin point.
    ///
    /// This is faster than `length()` as it avoids a square root operation.

    #[inline]
    pub fn length_squared(self) -> f32 {
        self.0.length_squared()
    }

    /// Computes `1.0 / length()`.
    ///
    /// For valid results, `self` must _not_ be of length zero.
    #[inline]
    pub fn length_recip(self) -> f32 {
        self.0.length_recip()
    }

    /// Computes the Euclidean distance between two points in space.
    #[inline]
    pub fn distance(self, rhs: Self) -> f32 {
        self.0.distance(rhs.0)
    }

    /// Compute the squared euclidean distance between two points in space.
    #[inline]
    pub fn distance_squared(self, rhs: Self) -> f32 {
        self.0.distance_squared(rhs.0)
    }

    /// Performs a linear interpolation between `self` and `rhs` 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 `rhs`. When `s` is outside of range `[0, 1]`, the result is linearly
    /// extrapolated.
    #[doc(alias = "mix")]
    #[inline]
    pub fn lerp(self, rhs: Self, s: f32) -> Self {
        Self(self.0.lerp(rhs.0, s))
    }

    /// Returns true if the absolute difference of all elements between `self` and `rhs` is
    /// less than or equal to `max_abs_diff`.
    ///
    /// This can be used to compare if two points contain similar elements. It works best when
    /// comparing with a known value. The `max_abs_diff` that should be used depends on
    /// the values being compared against.
    ///
    /// For more see
    /// [comparing floating point numbers](https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/).
    #[inline]
    pub fn abs_diff_eq(self, rhs: Self, max_abs_diff: f32) -> bool {
        self.0.abs_diff_eq(rhs.0, max_abs_diff)
    }

    /// Casts all elements of `self` to `f64`.
    #[inline]
    pub fn as_dpoint3(&self) -> crate::DPoint3 {
        crate::DPoint3::new(self.x as f64, self.y as f64, self.z as f64)
    }

    /// Casts all elements of `self` to `i32`.
    #[inline]
    pub fn as_ipoint3(&self) -> crate::IPoint3 {
        crate::IPoint3::new(self.x as i32, self.y as i32, self.z as i32)
    }

    /// Casts all elements of `self` to `u32`.
    #[inline]
    pub fn as_upoint3(&self) -> crate::UPoint3 {
        crate::UPoint3::new(self.x as u32, self.y as u32, self.z as u32)
    }

    #[inline]
    pub fn as_vec3a(&self) -> Vec3A {
        self.0
    }

    #[inline]
    pub fn from_vec3a(v: Vec3A) -> Self {
        Self(v)
    }
}

impl Default for Point3A {
    #[inline]
    fn default() -> Self {
        Self::ZERO
    }
}

impl PartialEq for Point3A {
    #[inline]
    fn eq(&self, rhs: &Self) -> bool {
        self.cmpeq(*rhs).all()
    }
}

impl_op_ex_commutative!(+ |a: &Point3A, b: &Vec3A| -> Point3A { Point3A(a.0 + b) });
impl_op_ex_commutative!(+ |a: &Point3A, b: &f32| -> Point3A { Point3A(a.0 + b) });
impl_op!(+= |a: &mut Point3A, b: &Vec3A| { a.0 += b });
impl_op!(-= |a: &mut Point3A, b: &Vec3A| { a.0 -= b });
impl_op!(+= |a: &mut Point3A, b: Vec3A| { a.0 += b });
impl_op!(-= |a: &mut Point3A, b: Vec3A| { a.0 -= b });

impl_op_ex!(-|a: &Point3A, b: &Vec3A| -> Point3A { Point3A(a.0 - b) });
impl_op_ex!(-|a: &Point3A, b: &f32| -> Point3A { Point3A(a.0 - b) });
impl_op_ex!(-|a: &Point3A, b: &Point3A| -> Vec3A { a.0 - b.0 });

impl Neg for Point3A {
    type Output = Self;
    #[inline]
    fn neg(self) -> Self {
        Self(self.0.neg())
    }
}

impl Index<usize> for Point3A {
    type Output = f32;
    #[inline]
    fn index(&self, index: usize) -> &Self::Output {
        self.0.index(index)
    }
}

impl IndexMut<usize> for Point3A {
    #[inline]
    fn index_mut(&mut self, index: usize) -> &mut Self::Output {
        self.0.index_mut(index)
    }
}

#[cfg(not(target_arch = "spirv"))]
impl fmt::Display for Point3A {
    fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
        write!(f, "[{}, {}, {}]", self.x, self.y, self.z)
    }
}

#[cfg(not(target_arch = "spirv"))]
impl fmt::Debug for Point3A {
    fn fmt(&self, fmt: &mut fmt::Formatter<'_>) -> fmt::Result {
        fmt.debug_tuple(stringify!(Point3A))
            .field(&self.x)
            .field(&self.y)
            .field(&self.z)
            .finish()
    }
}

impl From<Point3A> for float32x4_t {
    #[inline]
    fn from(t: Point3A) -> Self {
        t.0 .0
    }
}

impl From<float32x4_t> for Point3A {
    #[inline]
    fn from(t: float32x4_t) -> Self {
        Self(Vec3A::from(t))
    }
}

impl From<[f32; 3]> for Point3A {
    #[inline]
    fn from(a: [f32; 3]) -> Self {
        Self(Vec3A::from(a))
    }
}

impl From<Point3A> for [f32; 3] {
    #[inline]
    fn from(v: Point3A) -> Self {
        v.0.into()
    }
}

impl From<(f32, f32, f32)> for Point3A {
    #[inline]
    fn from(t: (f32, f32, f32)) -> Self {
        Self(Vec3A::from(t))
    }
}

impl From<Point3A> for (f32, f32, f32) {
    #[inline]
    fn from(v: Point3A) -> Self {
        v.0.into()
    }
}

impl From<Point3> for Point3A {
    #[inline]
    fn from(v: Point3) -> Self {
        Self::new(v.x, v.y, v.z)
    }
}

impl From<Point4> for Point3A {
    /// Creates a `Point3A` from the `x`, `y` and `z` elements of `self` discarding `w`.
    ///
    /// On architectures where SIMD is supported such as SSE2 on `x86_64` this conversion is a noop.
    #[inline]
    fn from(v: Point4) -> Self {
        Self(Vec3A::from(v.0))
    }
}

impl From<Point3A> for Point3 {
    #[inline]
    fn from(v: Point3A) -> Self {
        Self(Vec3::from(v.0))
    }
}

impl From<(Point2, f32)> for Point3A {
    #[inline]
    fn from((v, z): (Point2, f32)) -> Self {
        Self::new(v.x, v.y, z)
    }
}

impl Deref for Point3A {
    type Target = crate::deref::Vec3<f32>;
    #[inline]
    fn deref(&self) -> &Self::Target {
        unsafe { &*(self as *const Self).cast() }
    }
}

impl DerefMut for Point3A {
    #[inline]
    fn deref_mut(&mut self) -> &mut Self::Target {
        unsafe { &mut *(self as *mut Self).cast() }
    }
}

#[cfg(not(target_arch = "spirv"))]
impl AsRef<[f32; 3]> for Point3A {
    #[inline]
    fn as_ref(&self) -> &[f32; 3] {
        unsafe { &*(self as *const Point3A as *const [f32; 3]) }
    }
}

#[cfg(not(target_arch = "spirv"))]
impl AsMut<[f32; 3]> for Point3A {
    #[inline]
    fn as_mut(&mut self) -> &mut [f32; 3] {
        unsafe { &mut *(self as *mut Point3A as *mut [f32; 3]) }
    }
}