[−][src]Function directx_math::template::XMVectorSwizzle
pub fn XMVectorSwizzle(
V: FXMVECTOR,
E0: u32,
E1: u32,
E2: u32,
E3: u32
) -> XMVECTOR
Swizzles a vector.
Parameters
V Vector to swizzle.
E0 Index that describes which component of V to place in the x-component of the swizzled vector. A
value of 0 selects the x-component, 1 selects the y-component, 2 selects the z-component,
and 3 selects the w-component.
E1 Index that describes which component of V to place in the y-component of the swizzled vector. A
value of 0 selects the x-component, 1 selects the y-component, 2 selects the z-component,
and 3 selects the w-component.
E2 Index that describes which component of V to place in the z-component of the swizzled vector. A
value of 0 selects the x-component, 1 selects the y-component, 2 selects the z-component,
and 3 selects the w-component.
E3 Index that describes which component of V to place in the w-component of the swizzled vector. A
value of 0 selects the x-component, 1 selects the y-component, 2 selects the z-component,
and 3 selects the w-component.
Return value
Returns the swizzled XMVECTOR.
Remarks
The following code demonstrates how this function might be used.
let v = XMVectorSet(10.0, 20.0, 30.0, 40.0); let result = XMVectorSwizzle(v, 3, 3, 0, 2);
The swizzled vector (result) will be <40.0, 40.0, 10.0, 30.0>.
XM_SWIZZLE_X, XM_SWIZZLE_Y, XM_SWIZZLE_Z, and XM_SWIZZLE_W are constants which evaluate to
0, 1, 2, and 3 respectively for use with XMVectorSwizzle. This is identical to XM_PERMUTE_0X,
XM_PERMUTE_0Y, XM_PERMUTE_0Z, and XM_PERMUTE_0W.
For the case of constant indices (E0, E1, E2, E3), it is much more efficent to use the template
form of XMVectorSwizzle:
let v = XMVectorSet(10.0, 20.0, 30.0, 40.0); let result = <(SwizzleW, SwizzleW, SwizzleX, SwizzleZ)>::XMVectorSwizzle(v);
Reference
https://docs.microsoft.com/en-us/windows/win32/api/directxmath/nf-directxmath-XMVectorSwizzle