Struct ultraviolet::vec::Vec4x8[][src]

#[repr(C)]pub struct Vec4x8 {
    pub x: f32x8,
    pub y: f32x8,
    pub z: f32x8,
    pub w: f32x8,
}

A set of four coordinates which may be interpreted as a point or vector in 4d space, or as a homogeneous 3d vector or point.

Generally this distinction between a point and vector is more of a pain than it is worth to distinguish on a type level, however when converting to and from homogeneous coordinates it is quite important.

Fields

x: f32x8y: f32x8z: f32x8w: f32x8

Implementations

impl Vec4x8[src]

pub const fn new(x: f32x8, y: f32x8, z: f32x8, w: f32x8) -> Self[src]

pub const fn broadcast(val: f32x8) -> Self[src]

pub fn unit_x() -> Self[src]

pub fn unit_y() -> Self[src]

pub fn unit_z() -> Self[src]

pub fn unit_w() -> Self[src]

pub fn dot(&self, other: Vec4x8) -> f32x8[src]

pub fn reflect(&mut self, normal: Vec4x8)[src]

pub fn reflected(&self, normal: Vec4x8) -> Self[src]

pub fn mag_sq(&self) -> f32x8[src]

pub fn mag(&self) -> f32x8[src]

pub fn normalize(&mut self)[src]

pub fn normalized(&self) -> Self[src]

pub fn normalize_homogeneous_point(&mut self)[src]

Normalize self in-place by interpreting it as a homogeneous point, i.e. scaling the vector to ensure the homogeneous component has length 1.

pub fn normalized_homogeneous_point(&self) -> Self[src]

Normalize self by interpreting it as a homogeneous point, i.e. scaling the vector to ensure the homogeneous component has length 1.

pub fn truncated(&self) -> Vec3x8[src]

Convert self into a Vec3 by simply removing its w component.

pub fn mul_add(&self, mul: Vec4x8, add: Vec4x8) -> Self[src]

pub fn abs(&self) -> Self[src]

pub fn clamp(&mut self, min: Self, max: Self)[src]

pub fn clamped(self, min: Self, max: Self) -> Self[src]

pub fn map<F>(&self, f: F) -> Self where
    F: Fn(f32x8) -> f32x8
[src]

pub fn apply<F>(&mut self, f: F) where
    F: Fn(f32x8) -> f32x8
[src]

pub fn max_by_component(self, other: Self) -> Self[src]

pub fn min_by_component(self, other: Self) -> Self[src]

pub fn component_max(&self) -> f32x8[src]

pub fn component_min(&self) -> f32x8[src]

pub fn zero() -> Self[src]

pub fn one() -> Self[src]

pub const fn xy(&self) -> Vec2x8[src]

pub const fn xyz(&self) -> Vec3x8[src]

pub fn layout() -> Layout[src]

pub fn as_array(&self) -> &[f32x8; 4][src]

pub fn as_slice(&self) -> &[f32x8][src]

pub fn as_byte_slice(&self) -> &[u8][src]

pub fn as_mut_slice(&mut self) -> &mut [f32x8][src]

pub fn as_mut_byte_slice(&mut self) -> &mut [u8][src]

pub const fn as_ptr(&self) -> *const f32x8[src]

Returns a constant unsafe pointer to the underlying data in the underlying type. This function is safe because all types here are repr(C) and can be represented as their underlying type.

Safety

It is up to the caller to correctly use this pointer and its bounds.

pub fn as_mut_ptr(&mut self) -> *mut f32x8[src]

Returns a mutable unsafe pointer to the underlying data in the underlying type. This function is safe because all types here are repr(C) and can be represented as their underlying type.

Safety

It is up to the caller to correctly use this pointer and its bounds.

impl Vec4x8[src]

pub fn new_splat(x: f32, y: f32, z: f32, w: f32) -> Self[src]

pub fn splat(vec: Vec4) -> Self[src]

pub fn blend(mask: m32x8, tru: Self, fals: Self) -> Self[src]

Blend two vectors together lanewise using mask as a mask.

This is essentially a bitwise blend operation, such that any point where there is a 1 bit in mask, the output will put the bit from tru, while where there is a 0 bit in mask, the output will put the bit from fals

Trait Implementations

impl Add<Vec4x8> for Vec4x8[src]

type Output = Self

The resulting type after applying the + operator.

impl AddAssign<Vec4x8> for Vec4x8[src]

impl Clone for Vec4x8[src]

impl Copy for Vec4x8[src]

impl Debug for Vec4x8[src]

impl Default for Vec4x8[src]

impl Div<Vec4x8> for Vec4x8[src]

type Output = Self

The resulting type after applying the / operator.

impl Div<f32x8> for Vec4x8[src]

type Output = Vec4x8

The resulting type after applying the / operator.

impl DivAssign<Vec4x8> for Vec4x8[src]

impl DivAssign<f32x8> for Vec4x8[src]

impl From<&'_ [f32x8; 4]> for Vec4x8[src]

impl From<&'_ (f32x8, f32x8, f32x8, f32x8)> for Vec4x8[src]

impl From<&'_ mut [f32x8; 4]> for Vec4x8[src]

impl From<[Vec4; 8]> for Vec4x8[src]

impl From<[f32x8; 4]> for Vec4x8[src]

impl From<(f32x8, f32x8, f32x8, f32x8)> for Vec4x8[src]

impl From<Vec3x8> for Vec4x8[src]

impl From<Vec4> for Vec4x8[src]

impl From<Vec4x8> for Vec3x8[src]

impl Index<usize> for Vec4x8[src]

type Output = f32x8

The returned type after indexing.

impl IndexMut<usize> for Vec4x8[src]

impl Into<[Vec4; 8]> for Vec4x8[src]

impl Into<[f32x8; 4]> for Vec4x8[src]

impl Lerp<f32x8> for Vec4x8[src]

fn lerp(&self, end: Self, t: f32x8) -> Self[src]

Linearly interpolate between self and end by t between 0.0 and 1.0. i.e. (1.0 - t) * self + (t) * end.

For interpolating Rotors with linear interpolation, you almost certainly want to normalize the returned Rotor. For example,

let interpolated_rotor = rotor1.lerp(rotor2, 0.5).normalized();

For most cases (especially where performance is the primary concern, like in animation interpolation for games, this ‘normalized lerp’ or ‘nlerp’ is probably what you want to use. However, there are situations in which you really want the interpolation between two Rotors to be of constant angular velocity. In this case, check out Slerp.

impl Mul<Vec4x8> for Mat4x8[src]

type Output = Vec4x8

The resulting type after applying the * operator.

impl Mul<Vec4x8> for Vec4x8[src]

type Output = Self

The resulting type after applying the * operator.

impl Mul<Vec4x8> for f32x8[src]

type Output = Vec4x8

The resulting type after applying the * operator.

impl Mul<f32x8> for Vec4x8[src]

type Output = Vec4x8

The resulting type after applying the * operator.

impl MulAssign<Vec4x8> for Vec4x8[src]

impl MulAssign<f32x8> for Vec4x8[src]

impl Neg for Vec4x8[src]

type Output = Vec4x8

The resulting type after applying the - operator.

impl PartialEq<Vec4x8> for Vec4x8[src]

impl Slerp<f32x8> for Vec4x8[src]

fn slerp(&self, end: Self, t: f32x8) -> Self[src]

Spherical-linear interpolation between self and end based on t from 0.0 to 1.0.

self and end should both be normalized or something bad will happen!

The implementation for SIMD types also requires that the two things being interpolated between are not exactly aligned, or else the result is undefined.

Basically, interpolation that maintains a constant angular velocity from one orientation on a unit hypersphere to another. This is sorta the “high quality” interpolation for Rotors, and it can also be used to interpolate other things, one example being interpolation of 3d normal vectors.

Note that you should often normalize the result returned by this operation, when working with Rotors, etc!

impl StructuralPartialEq for Vec4x8[src]

impl Sub<Vec4x8> for Vec4x8[src]

type Output = Self

The resulting type after applying the - operator.

impl SubAssign<Vec4x8> for Vec4x8[src]

impl Sum<Vec4x8> for Vec4x8[src]

Auto Trait Implementations

impl RefUnwindSafe for Vec4x8

impl Send for Vec4x8

impl Sync for Vec4x8

impl Unpin for Vec4x8

impl UnwindSafe for Vec4x8

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.