Struct ultraviolet::f32x4

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#[repr(C, align(16))]
pub struct f32x4 { /* private fields */ }

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impl f32x4

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pub const ONE: f32x4 = _

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pub const ZERO: f32x4 = _

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pub const HALF: f32x4 = _

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pub const E: f32x4 = _

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pub const FRAC_1_PI: f32x4 = _

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pub const FRAC_2_PI: f32x4 = _

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pub const FRAC_2_SQRT_PI: f32x4 = _

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pub const FRAC_1_SQRT_2: f32x4 = _

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pub const FRAC_PI_2: f32x4 = _

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pub const FRAC_PI_3: f32x4 = _

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pub const FRAC_PI_4: f32x4 = _

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pub const FRAC_PI_6: f32x4 = _

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pub const FRAC_PI_8: f32x4 = _

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pub const LN_2: f32x4 = _

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pub const LN_10: f32x4 = _

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pub const LOG2_E: f32x4 = _

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pub const LOG10_E: f32x4 = _

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pub const LOG10_2: f32x4 = _

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pub const LOG2_10: f32x4 = _

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pub const PI: f32x4 = _

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pub const SQRT_2: f32x4 = _

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pub const TAU: f32x4 = _

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impl f32x4

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pub fn new(array: [f32; 4]) -> f32x4

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pub fn blend(self, t: f32x4, f: f32x4) -> f32x4

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pub fn abs(self) -> f32x4

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pub fn fast_max(self, rhs: f32x4) -> f32x4

Calculates the lanewise maximum of both vectors. This is a faster implementation than max, but it doesn’t specify any behavior if NaNs are involved.

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pub fn max(self, rhs: f32x4) -> f32x4

Calculates the lanewise maximum of both vectors. If either lane is NaN, the other lane gets chosen. Use fast_max for a faster implementation that doesn’t handle NaNs.

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pub fn fast_min(self, rhs: f32x4) -> f32x4

Calculates the lanewise minimum of both vectors. This is a faster implementation than min, but it doesn’t specify any behavior if NaNs are involved.

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pub fn min(self, rhs: f32x4) -> f32x4

Calculates the lanewise minimum of both vectors. If either lane is NaN, the other lane gets chosen. Use fast_min for a faster implementation that doesn’t handle NaNs.

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pub fn is_nan(self) -> f32x4

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pub fn is_finite(self) -> f32x4

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pub fn is_inf(self) -> f32x4

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pub fn round(self) -> f32x4

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pub fn fast_round_int(self) -> i32x4

Rounds each lane into an integer. This is a faster implementation than round_int, but it doesn’t handle out of range values or NaNs. For those values you get implementation defined behavior.

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pub fn round_int(self) -> i32x4

Rounds each lane into an integer. This saturates out of range values and turns NaNs into 0. Use fast_round_int for a faster implementation that doesn’t handle out of range values or NaNs.

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pub fn fast_trunc_int(self) -> i32x4

Truncates each lane into an integer. This is a faster implementation than trunc_int, but it doesn’t handle out of range values or NaNs. For those values you get implementation defined behavior.

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pub fn trunc_int(self) -> i32x4

Truncates each lane into an integer. This saturates out of range values and turns NaNs into 0. Use fast_trunc_int for a faster implementation that doesn’t handle out of range values or NaNs.

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pub fn mul_add(self, m: f32x4, a: f32x4) -> f32x4

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pub fn mul_sub(self, m: f32x4, s: f32x4) -> f32x4

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pub fn mul_neg_add(self, m: f32x4, a: f32x4) -> f32x4

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pub fn mul_neg_sub(self, m: f32x4, a: f32x4) -> f32x4

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pub fn flip_signs(self, signs: f32x4) -> f32x4

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pub fn copysign(self, sign: f32x4) -> f32x4

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pub fn asin_acos(self) -> (f32x4, f32x4)

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pub fn asin(self) -> f32x4

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pub fn acos(self) -> f32x4

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pub fn atan(self) -> f32x4

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pub fn atan2(self, x: f32x4) -> f32x4

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pub fn sin_cos(self) -> (f32x4, f32x4)

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pub fn sin(self) -> f32x4

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pub fn cos(self) -> f32x4

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pub fn tan(self) -> f32x4

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pub fn to_degrees(self) -> f32x4

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pub fn to_radians(self) -> f32x4

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pub fn recip(self) -> f32x4

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pub fn recip_sqrt(self) -> f32x4

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pub fn sqrt(self) -> f32x4

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pub fn move_mask(self) -> i32

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pub fn any(self) -> bool

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pub fn all(self) -> bool

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pub fn none(self) -> bool

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pub fn exp(self) -> f32x4

Calculate the exponent of a packed f32x4

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pub fn sign_bit(self) -> f32x4

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pub fn reduce_add(self) -> f32

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pub fn ln(self) -> f32x4

Natural log (ln(x))

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pub fn log2(self) -> f32x4

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pub fn log10(self) -> f32x4

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pub fn pow_f32x4(self, y: f32x4) -> f32x4

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pub fn powf(self, y: f32) -> f32x4

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pub fn to_array(self) -> [f32; 4]

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pub fn as_array_ref(&self) -> &[f32; 4]

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impl f32x4

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pub fn splat(elem: f32) -> f32x4

Trait Implementations§

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impl Add<&f32x4> for f32x4

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type Output = f32x4

The resulting type after applying the + operator.
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fn add(self, rhs: &f32x4) -> <f32x4 as Add<&f32x4>>::Output

Performs the + operation. Read more
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impl Add<f32> for f32x4

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type Output = f32x4

The resulting type after applying the + operator.
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fn add(self, rhs: f32) -> <f32x4 as Add<f32>>::Output

Performs the + operation. Read more
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impl Add<f32x4> for f32x4

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type Output = f32x4

The resulting type after applying the + operator.
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fn add(self, rhs: f32x4) -> <f32x4 as Add<f32x4>>::Output

Performs the + operation. Read more
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impl AddAssign<&f32x4> for f32x4

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fn add_assign(&mut self, rhs: &f32x4)

Performs the += operation. Read more
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impl AddAssign<f32x4> for f32x4

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fn add_assign(&mut self, rhs: f32x4)

Performs the += operation. Read more
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impl Binary for f32x4

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter.
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impl BitAnd<&f32x4> for f32x4

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type Output = f32x4

The resulting type after applying the & operator.
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fn bitand(self, rhs: &f32x4) -> <f32x4 as BitAnd<&f32x4>>::Output

Performs the & operation. Read more
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impl BitAnd<f32x4> for f32x4

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type Output = f32x4

The resulting type after applying the & operator.
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fn bitand(self, rhs: f32x4) -> <f32x4 as BitAnd<f32x4>>::Output

Performs the & operation. Read more
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impl BitAndAssign<&f32x4> for f32x4

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fn bitand_assign(&mut self, rhs: &f32x4)

Performs the &= operation. Read more
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impl BitAndAssign<f32x4> for f32x4

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fn bitand_assign(&mut self, rhs: f32x4)

Performs the &= operation. Read more
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impl BitOr<&f32x4> for f32x4

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type Output = f32x4

The resulting type after applying the | operator.
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fn bitor(self, rhs: &f32x4) -> <f32x4 as BitOr<&f32x4>>::Output

Performs the | operation. Read more
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impl BitOr<f32x4> for f32x4

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type Output = f32x4

The resulting type after applying the | operator.
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fn bitor(self, rhs: f32x4) -> <f32x4 as BitOr<f32x4>>::Output

Performs the | operation. Read more
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impl BitOrAssign<&f32x4> for f32x4

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fn bitor_assign(&mut self, rhs: &f32x4)

Performs the |= operation. Read more
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impl BitOrAssign<f32x4> for f32x4

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fn bitor_assign(&mut self, rhs: f32x4)

Performs the |= operation. Read more
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impl BitXor<&f32x4> for f32x4

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type Output = f32x4

The resulting type after applying the ^ operator.
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fn bitxor(self, rhs: &f32x4) -> <f32x4 as BitXor<&f32x4>>::Output

Performs the ^ operation. Read more
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impl BitXor<f32x4> for f32x4

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type Output = f32x4

The resulting type after applying the ^ operator.
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fn bitxor(self, rhs: f32x4) -> <f32x4 as BitXor<f32x4>>::Output

Performs the ^ operation. Read more
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impl BitXorAssign<&f32x4> for f32x4

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fn bitxor_assign(&mut self, rhs: &f32x4)

Performs the ^= operation. Read more
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impl BitXorAssign<f32x4> for f32x4

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fn bitxor_assign(&mut self, rhs: f32x4)

Performs the ^= operation. Read more
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impl Clone for f32x4

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fn clone(&self) -> f32x4

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl CmpEq<f32> for f32x4

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type Output = f32x4

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fn cmp_eq(self, rhs: f32) -> <f32x4 as CmpEq<f32>>::Output

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impl CmpEq<f32x4> for f32x4

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type Output = f32x4

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fn cmp_eq(self, rhs: f32x4) -> <f32x4 as CmpEq<f32x4>>::Output

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impl CmpGe<f32> for f32x4

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type Output = f32x4

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fn cmp_ge(self, rhs: f32) -> <f32x4 as CmpGe<f32>>::Output

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impl CmpGe<f32x4> for f32x4

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type Output = f32x4

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fn cmp_ge(self, rhs: f32x4) -> <f32x4 as CmpGe<f32x4>>::Output

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impl CmpGt<f32> for f32x4

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type Output = f32x4

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fn cmp_gt(self, rhs: f32) -> <f32x4 as CmpGt<f32>>::Output

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impl CmpGt<f32x4> for f32x4

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type Output = f32x4

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fn cmp_gt(self, rhs: f32x4) -> <f32x4 as CmpGt<f32x4>>::Output

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impl CmpLe<f32> for f32x4

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type Output = f32x4

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fn cmp_le(self, rhs: f32) -> <f32x4 as CmpLe<f32>>::Output

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impl CmpLe<f32x4> for f32x4

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type Output = f32x4

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fn cmp_le(self, rhs: f32x4) -> <f32x4 as CmpLe<f32x4>>::Output

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impl CmpLt<f32> for f32x4

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type Output = f32x4

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fn cmp_lt(self, rhs: f32) -> <f32x4 as CmpLt<f32>>::Output

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impl CmpLt<f32x4> for f32x4

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type Output = f32x4

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fn cmp_lt(self, rhs: f32x4) -> <f32x4 as CmpLt<f32x4>>::Output

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impl CmpNe<f32> for f32x4

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type Output = f32x4

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fn cmp_ne(self, rhs: f32) -> <f32x4 as CmpNe<f32>>::Output

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impl CmpNe<f32x4> for f32x4

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type Output = f32x4

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fn cmp_ne(self, rhs: f32x4) -> <f32x4 as CmpNe<f32x4>>::Output

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impl Debug for f32x4

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for f32x4

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fn default() -> f32x4

Returns the “default value” for a type. Read more
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impl Display for f32x4

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Div<&f32x4> for f32x4

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type Output = f32x4

The resulting type after applying the / operator.
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fn div(self, rhs: &f32x4) -> <f32x4 as Div<&f32x4>>::Output

Performs the / operation. Read more
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impl Div<f32> for f32x4

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type Output = f32x4

The resulting type after applying the / operator.
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fn div(self, rhs: f32) -> <f32x4 as Div<f32>>::Output

Performs the / operation. Read more
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impl Div<f32x4> for Bivec2x4

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type Output = Bivec2x4

The resulting type after applying the / operator.
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fn div(self, rhs: f32x4) -> Bivec2x4

Performs the / operation. Read more
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impl Div<f32x4> for Bivec3x4

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type Output = Bivec3x4

The resulting type after applying the / operator.
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fn div(self, rhs: f32x4) -> Bivec3x4

Performs the / operation. Read more
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impl Div<f32x4> for Rotor2x4

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type Output = Rotor2x4

The resulting type after applying the / operator.
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fn div(self, rhs: f32x4) -> Self

Performs the / operation. Read more
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impl Div<f32x4> for Rotor3x4

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type Output = Rotor3x4

The resulting type after applying the / operator.
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fn div(self, rhs: f32x4) -> Self

Performs the / operation. Read more
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impl Div<f32x4> for Vec2x4

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type Output = Vec2x4

The resulting type after applying the / operator.
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fn div(self, rhs: f32x4) -> Vec2x4

Performs the / operation. Read more
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impl Div<f32x4> for Vec3x4

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type Output = Vec3x4

The resulting type after applying the / operator.
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fn div(self, rhs: f32x4) -> Vec3x4

Performs the / operation. Read more
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impl Div<f32x4> for Vec4x4

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type Output = Vec4x4

The resulting type after applying the / operator.
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fn div(self, rhs: f32x4) -> Vec4x4

Performs the / operation. Read more
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impl Div<f32x4> for f32x4

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type Output = f32x4

The resulting type after applying the / operator.
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fn div(self, rhs: f32x4) -> <f32x4 as Div<f32x4>>::Output

Performs the / operation. Read more
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impl DivAssign<&f32x4> for f32x4

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fn div_assign(&mut self, rhs: &f32x4)

Performs the /= operation. Read more
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impl DivAssign<f32x4> for Bivec2x4

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fn div_assign(&mut self, rhs: f32x4)

Performs the /= operation. Read more
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impl DivAssign<f32x4> for Bivec3x4

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fn div_assign(&mut self, rhs: f32x4)

Performs the /= operation. Read more
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impl DivAssign<f32x4> for Rotor2x4

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fn div_assign(&mut self, rhs: f32x4)

Performs the /= operation. Read more
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impl DivAssign<f32x4> for Rotor3x4

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fn div_assign(&mut self, rhs: f32x4)

Performs the /= operation. Read more
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impl DivAssign<f32x4> for Vec2x4

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fn div_assign(&mut self, rhs: f32x4)

Performs the /= operation. Read more
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impl DivAssign<f32x4> for Vec3x4

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fn div_assign(&mut self, rhs: f32x4)

Performs the /= operation. Read more
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impl DivAssign<f32x4> for Vec4x4

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fn div_assign(&mut self, rhs: f32x4)

Performs the /= operation. Read more
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impl DivAssign<f32x4> for f32x4

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fn div_assign(&mut self, rhs: f32x4)

Performs the /= operation. Read more
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impl From<&[f32]> for f32x4

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fn from(src: &[f32]) -> f32x4

Converts to this type from the input type.
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impl From<[f32; 4]> for f32x4

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fn from(arr: [f32; 4]) -> f32x4

Converts to this type from the input type.
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impl From<f32> for f32x4

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fn from(elem: f32) -> f32x4

Splats the single value given across all lanes.

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impl Lerp<f32x4> for Bivec2x4

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fn lerp(&self, end: Self, t: f32x4) -> Self

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.

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impl Lerp<f32x4> for Bivec3x4

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fn lerp(&self, end: Self, t: f32x4) -> Self

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.

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impl Lerp<f32x4> for Rotor2x4

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fn lerp(&self, end: Self, t: f32x4) -> Self

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.

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impl Lerp<f32x4> for Rotor3x4

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fn lerp(&self, end: Self, t: f32x4) -> Self

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.

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impl Lerp<f32x4> for Vec2x4

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fn lerp(&self, end: Self, t: f32x4) -> Self

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.

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impl Lerp<f32x4> for Vec3x4

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fn lerp(&self, end: Self, t: f32x4) -> Self

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.

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impl Lerp<f32x4> for Vec4x4

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fn lerp(&self, end: Self, t: f32x4) -> Self

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.

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impl Lerp<f32x4> for f32x4

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fn lerp(&self, end: Self, t: f32x4) -> Self

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.

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impl LowerExp for f32x4

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter.
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impl LowerHex for f32x4

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter.
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impl Mul<&f32x4> for f32x4

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type Output = f32x4

The resulting type after applying the * operator.
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fn mul(self, rhs: &f32x4) -> <f32x4 as Mul<&f32x4>>::Output

Performs the * operation. Read more
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impl Mul<Bivec2x4> for f32x4

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type Output = Bivec2x4

The resulting type after applying the * operator.
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fn mul(self, rhs: Bivec2x4) -> Bivec2x4

Performs the * operation. Read more
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impl Mul<Bivec3x4> for f32x4

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type Output = Bivec3x4

The resulting type after applying the * operator.
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fn mul(self, rhs: Bivec3x4) -> Bivec3x4

Performs the * operation. Read more
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impl Mul<Mat2x4> for f32x4

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type Output = Mat2x4

The resulting type after applying the * operator.
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fn mul(self, rhs: Mat2x4) -> Mat2x4

Performs the * operation. Read more
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impl Mul<Mat3x4> for f32x4

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type Output = Mat3x4

The resulting type after applying the * operator.
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fn mul(self, rhs: Mat3x4) -> Mat3x4

Performs the * operation. Read more
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impl Mul<Mat4x4> for f32x4

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type Output = Mat4x4

The resulting type after applying the * operator.
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fn mul(self, rhs: Mat4x4) -> Mat4x4

Performs the * operation. Read more
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impl Mul<Rotor2x4> for f32x4

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type Output = Rotor2x4

The resulting type after applying the * operator.
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fn mul(self, rotor: Rotor2x4) -> Rotor2x4

Performs the * operation. Read more
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impl Mul<Rotor3x4> for f32x4

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type Output = Rotor3x4

The resulting type after applying the * operator.
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fn mul(self, rotor: Rotor3x4) -> Rotor3x4

Performs the * operation. Read more
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impl Mul<Vec2x4> for f32x4

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type Output = Vec2x4

The resulting type after applying the * operator.
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fn mul(self, rhs: Vec2x4) -> Vec2x4

Performs the * operation. Read more
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impl Mul<Vec3x4> for f32x4

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type Output = Vec3x4

The resulting type after applying the * operator.
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fn mul(self, rhs: Vec3x4) -> Vec3x4

Performs the * operation. Read more
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impl Mul<Vec4x4> for f32x4

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type Output = Vec4x4

The resulting type after applying the * operator.
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fn mul(self, rhs: Vec4x4) -> Vec4x4

Performs the * operation. Read more
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impl Mul<f32> for f32x4

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type Output = f32x4

The resulting type after applying the * operator.
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fn mul(self, rhs: f32) -> <f32x4 as Mul<f32>>::Output

Performs the * operation. Read more
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impl Mul<f32x4> for Bivec2x4

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type Output = Bivec2x4

The resulting type after applying the * operator.
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fn mul(self, rhs: f32x4) -> Self

Performs the * operation. Read more
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impl Mul<f32x4> for Bivec3x4

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type Output = Bivec3x4

The resulting type after applying the * operator.
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fn mul(self, rhs: f32x4) -> Self

Performs the * operation. Read more
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impl Mul<f32x4> for Isometry2x4

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type Output = Isometry2x4

The resulting type after applying the * operator.
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fn mul(self, scalar: f32x4) -> Isometry2x4

Performs the * operation. Read more
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impl Mul<f32x4> for Isometry3x4

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type Output = Isometry3x4

The resulting type after applying the * operator.
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fn mul(self, scalar: f32x4) -> Isometry3x4

Performs the * operation. Read more
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impl Mul<f32x4> for Mat2x4

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type Output = Mat2x4

The resulting type after applying the * operator.
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fn mul(self, rhs: f32x4) -> Mat2x4

Performs the * operation. Read more
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impl Mul<f32x4> for Mat3x4

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type Output = Mat3x4

The resulting type after applying the * operator.
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fn mul(self, rhs: f32x4) -> Mat3x4

Performs the * operation. Read more
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impl Mul<f32x4> for Mat4x4

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type Output = Mat4x4

The resulting type after applying the * operator.
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fn mul(self, rhs: f32x4) -> Mat4x4

Performs the * operation. Read more
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impl Mul<f32x4> for Rotor2x4

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type Output = Rotor2x4

The resulting type after applying the * operator.
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fn mul(self, rhs: f32x4) -> Self

Performs the * operation. Read more
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impl Mul<f32x4> for Rotor3x4

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type Output = Rotor3x4

The resulting type after applying the * operator.
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fn mul(self, rhs: f32x4) -> Self

Performs the * operation. Read more
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impl Mul<f32x4> for Similarity2x4

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type Output = Similarity2x4

The resulting type after applying the * operator.
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fn mul(self, scalar: f32x4) -> Similarity2x4

Performs the * operation. Read more
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impl Mul<f32x4> for Similarity3x4

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type Output = Similarity3x4

The resulting type after applying the * operator.
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fn mul(self, scalar: f32x4) -> Similarity3x4

Performs the * operation. Read more
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impl Mul<f32x4> for Vec2x4

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type Output = Vec2x4

The resulting type after applying the * operator.
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fn mul(self, rhs: f32x4) -> Vec2x4

Performs the * operation. Read more
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impl Mul<f32x4> for Vec3x4

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type Output = Vec3x4

The resulting type after applying the * operator.
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fn mul(self, rhs: f32x4) -> Vec3x4

Performs the * operation. Read more
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impl Mul<f32x4> for Vec4x4

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type Output = Vec4x4

The resulting type after applying the * operator.
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fn mul(self, rhs: f32x4) -> Vec4x4

Performs the * operation. Read more
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impl Mul<f32x4> for f32x4

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type Output = f32x4

The resulting type after applying the * operator.
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fn mul(self, rhs: f32x4) -> <f32x4 as Mul<f32x4>>::Output

Performs the * operation. Read more
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impl MulAssign<&f32x4> for f32x4

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fn mul_assign(&mut self, rhs: &f32x4)

Performs the *= operation. Read more
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impl MulAssign<f32x4> for Bivec2x4

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fn mul_assign(&mut self, rhs: f32x4)

Performs the *= operation. Read more
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impl MulAssign<f32x4> for Bivec3x4

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fn mul_assign(&mut self, rhs: f32x4)

Performs the *= operation. Read more
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impl MulAssign<f32x4> for Rotor2x4

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fn mul_assign(&mut self, rhs: f32x4)

Performs the *= operation. Read more
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impl MulAssign<f32x4> for Rotor3x4

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fn mul_assign(&mut self, rhs: f32x4)

Performs the *= operation. Read more
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impl MulAssign<f32x4> for Vec2x4

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fn mul_assign(&mut self, rhs: f32x4)

Performs the *= operation. Read more
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impl MulAssign<f32x4> for Vec3x4

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fn mul_assign(&mut self, rhs: f32x4)

Performs the *= operation. Read more
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impl MulAssign<f32x4> for Vec4x4

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fn mul_assign(&mut self, rhs: f32x4)

Performs the *= operation. Read more
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impl MulAssign<f32x4> for f32x4

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fn mul_assign(&mut self, rhs: f32x4)

Performs the *= operation. Read more
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impl Neg for &f32x4

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type Output = f32x4

The resulting type after applying the - operator.
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fn neg(self) -> <&f32x4 as Neg>::Output

Performs the unary - operation. Read more
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impl Neg for f32x4

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type Output = f32x4

The resulting type after applying the - operator.
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fn neg(self) -> <f32x4 as Neg>::Output

Performs the unary - operation. Read more
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impl Not for &f32x4

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type Output = f32x4

The resulting type after applying the ! operator.
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fn not(self) -> <&f32x4 as Not>::Output

Performs the unary ! operation. Read more
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impl Not for f32x4

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type Output = f32x4

The resulting type after applying the ! operator.
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fn not(self) -> <f32x4 as Not>::Output

Performs the unary ! operation. Read more
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impl Octal for f32x4

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter.
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impl PartialEq<f32x4> for f32x4

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fn eq(&self, other: &f32x4) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl<RHS> Product<RHS> for f32x4where f32x4: MulAssign<RHS>,

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fn product<I>(iter: I) -> f32x4where I: Iterator<Item = RHS>,

Method which takes an iterator and generates Self from the elements by multiplying the items.
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impl Slerp<f32x4> for Bivec2x4

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fn slerp(&self, end: Self, t: f32x4) -> Self

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!

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impl Slerp<f32x4> for Bivec3x4

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fn slerp(&self, end: Self, t: f32x4) -> Self

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!

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impl Slerp<f32x4> for Rotor2x4

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fn slerp(&self, end: Self, t: f32x4) -> Self

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!

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impl Slerp<f32x4> for Rotor3x4

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fn slerp(&self, end: Self, t: f32x4) -> Self

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!

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impl Slerp<f32x4> for Vec2x4

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fn slerp(&self, end: Self, t: f32x4) -> Self

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!

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impl Slerp<f32x4> for Vec3x4

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fn slerp(&self, end: Self, t: f32x4) -> Self

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!

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impl Slerp<f32x4> for Vec4x4

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fn slerp(&self, end: Self, t: f32x4) -> Self

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!

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impl Sub<&f32x4> for f32x4

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type Output = f32x4

The resulting type after applying the - operator.
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fn sub(self, rhs: &f32x4) -> <f32x4 as Sub<&f32x4>>::Output

Performs the - operation. Read more
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impl Sub<f32> for f32x4

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type Output = f32x4

The resulting type after applying the - operator.
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fn sub(self, rhs: f32) -> <f32x4 as Sub<f32>>::Output

Performs the - operation. Read more
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impl Sub<f32x4> for f32x4

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type Output = f32x4

The resulting type after applying the - operator.
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fn sub(self, rhs: f32x4) -> <f32x4 as Sub<f32x4>>::Output

Performs the - operation. Read more
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impl SubAssign<&f32x4> for f32x4

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fn sub_assign(&mut self, rhs: &f32x4)

Performs the -= operation. Read more
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impl SubAssign<f32x4> for f32x4

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fn sub_assign(&mut self, rhs: f32x4)

Performs the -= operation. Read more
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impl<RHS> Sum<RHS> for f32x4where f32x4: AddAssign<RHS>,

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fn sum<I>(iter: I) -> f32x4where I: Iterator<Item = RHS>,

Method which takes an iterator and generates Self from the elements by “summing up” the items.
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impl UpperExp for f32x4

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter.
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impl UpperHex for f32x4

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter.
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impl Zeroable for f32x4

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fn zeroed() -> Self

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impl Copy for f32x4

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impl Pod for f32x4

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impl StructuralPartialEq for f32x4

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impl RefUnwindSafe for f32x4

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impl Send for f32x4

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impl Sync for f32x4

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impl Unpin for f32x4

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impl UnwindSafe for f32x4

Blanket Implementations§

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impl<T> Any for Twhere T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for Twhere T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for Twhere T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CheckedBitPattern for Twhere T: AnyBitPattern,

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type Bits = T

Self must have the same layout as the specified Bits except for the possible invalid bit patterns being checked during is_valid_bit_pattern.
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fn is_valid_bit_pattern(_bits: &T) -> bool

If this function returns true, then it must be valid to reinterpret bits as &Self.
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for Twhere U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for Twhere T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T> ToString for Twhere T: Display + ?Sized,

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default fn to_string(&self) -> String

Converts the given value to a String. Read more
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impl<T, U> TryFrom<U> for Twhere U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for Twhere U: TryFrom<T>,

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

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> AnyBitPattern for Twhere T: Pod,

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impl<T> NoUninit for Twhere T: Pod,