glam_det 2.0.0

A simple and fast 3D math library for games and graphics.
Documentation
// 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 swizzle_impl.rs.tera template. Edit the template, not the generated file.

use crate::{IPoint2, IPoint3, IPoint4, Vec2Swizzles};

impl Vec2Swizzles for IPoint2 {
    type Vec3 = IPoint3;

    type Vec4 = IPoint4;

    #[inline]
    fn xx(self) -> IPoint2 {
        IPoint2(self.0.xx())
    }

    #[inline]
    fn xy(self) -> IPoint2 {
        IPoint2(self.0.xy())
    }

    #[inline]
    fn yx(self) -> IPoint2 {
        IPoint2(self.0.yx())
    }

    #[inline]
    fn yy(self) -> IPoint2 {
        IPoint2(self.0.yy())
    }

    #[inline]
    fn xxx(self) -> IPoint3 {
        IPoint3(self.0.xxx())
    }

    #[inline]
    fn xxy(self) -> IPoint3 {
        IPoint3(self.0.xxy())
    }

    #[inline]
    fn xyx(self) -> IPoint3 {
        IPoint3(self.0.xyx())
    }

    #[inline]
    fn xyy(self) -> IPoint3 {
        IPoint3(self.0.xyy())
    }

    #[inline]
    fn yxx(self) -> IPoint3 {
        IPoint3(self.0.yxx())
    }

    #[inline]
    fn yxy(self) -> IPoint3 {
        IPoint3(self.0.yxy())
    }

    #[inline]
    fn yyx(self) -> IPoint3 {
        IPoint3(self.0.yyx())
    }

    #[inline]
    fn yyy(self) -> IPoint3 {
        IPoint3(self.0.yyy())
    }

    #[inline]
    fn xxxx(self) -> IPoint4 {
        IPoint4(self.0.xxxx())
    }

    #[inline]
    fn xxxy(self) -> IPoint4 {
        IPoint4(self.0.xxxy())
    }

    #[inline]
    fn xxyx(self) -> IPoint4 {
        IPoint4(self.0.xxyx())
    }

    #[inline]
    fn xxyy(self) -> IPoint4 {
        IPoint4(self.0.xxyy())
    }

    #[inline]
    fn xyxx(self) -> IPoint4 {
        IPoint4(self.0.xyxx())
    }

    #[inline]
    fn xyxy(self) -> IPoint4 {
        IPoint4(self.0.xyxy())
    }

    #[inline]
    fn xyyx(self) -> IPoint4 {
        IPoint4(self.0.xyyx())
    }

    #[inline]
    fn xyyy(self) -> IPoint4 {
        IPoint4(self.0.xyyy())
    }

    #[inline]
    fn yxxx(self) -> IPoint4 {
        IPoint4(self.0.yxxx())
    }

    #[inline]
    fn yxxy(self) -> IPoint4 {
        IPoint4(self.0.yxxy())
    }

    #[inline]
    fn yxyx(self) -> IPoint4 {
        IPoint4(self.0.yxyx())
    }

    #[inline]
    fn yxyy(self) -> IPoint4 {
        IPoint4(self.0.yxyy())
    }

    #[inline]
    fn yyxx(self) -> IPoint4 {
        IPoint4(self.0.yyxx())
    }

    #[inline]
    fn yyxy(self) -> IPoint4 {
        IPoint4(self.0.yyxy())
    }

    #[inline]
    fn yyyx(self) -> IPoint4 {
        IPoint4(self.0.yyyx())
    }

    #[inline]
    fn yyyy(self) -> IPoint4 {
        IPoint4(self.0.yyyy())
    }
}