[][src]Struct ultraviolet::vec::Vec4

#[repr(C)]pub struct Vec4 {
    pub x: f32,
    pub y: f32,
    pub z: f32,
    pub w: f32,
}

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: f32y: f32z: f32w: f32

Implementations

impl Vec4[src]

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

pub const fn broadcast(val: f32) -> 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: Vec4) -> f32[src]

pub fn reflect(&mut self, normal: Vec4)[src]

pub fn reflected(&self, normal: Vec4) -> Self[src]

pub fn mag_sq(&self) -> f32[src]

pub fn mag(&self) -> f32[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) -> Vec3[src]

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

pub fn mul_add(&self, mul: Vec4, add: Vec4) -> 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(f32) -> f32
[src]

pub fn apply<F>(&mut self, f: F) where
    F: Fn(f32) -> f32
[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) -> f32[src]

pub fn component_min(&self) -> f32[src]

pub fn zero() -> Self[src]

pub fn one() -> Self[src]

pub const fn xy(&self) -> Vec2[src]

pub const fn xyz(&self) -> Vec3[src]

pub fn layout() -> Layout[src]

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

pub fn as_slice(&self) -> &[f32][src]

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

pub fn as_mut_slice(&mut self) -> &mut [f32][src]

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

pub const fn as_ptr(&self) -> *const f32[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 f32[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 Vec4[src]

pub fn refract(&mut self, normal: Self, eta: f32)[src]

pub fn refracted(&self, normal: Self, eta: f32) -> Self[src]

Trait Implementations

impl Add<Vec4> for Vec4[src]

type Output = Self

The resulting type after applying the + operator.

impl AddAssign<Vec4> for Vec4[src]

impl Clone for Vec4[src]

impl Copy for Vec4[src]

impl Debug for Vec4[src]

impl Default for Vec4[src]

impl Div<Vec4> for Vec4[src]

type Output = Self

The resulting type after applying the / operator.

impl Div<f32> for Vec4[src]

type Output = Vec4

The resulting type after applying the / operator.

impl DivAssign<Vec4> for Vec4[src]

impl DivAssign<f32> for Vec4[src]

impl<'_> From<&'_ [f32; 4]> for Vec4[src]

impl<'_> From<&'_ (f32, f32, f32, f32)> for Vec4[src]

impl<'_> From<&'_ mut [f32; 4]> for Vec4[src]

impl From<[f32; 4]> for Vec4[src]

impl From<(f32, f32, f32, f32)> for Vec4[src]

impl From<Vec3> for Vec4[src]

impl From<Vec4> for Vec3[src]

impl From<Vec4> for (f32, f32, f32, f32)[src]

impl From<Vec4> for Vec4x4[src]

impl From<Vec4> for Vec4x8[src]

impl Index<usize> for Vec4[src]

type Output = f32

The returned type after indexing.

impl IndexMut<usize> for Vec4[src]

impl Into<[f32; 4]> for Vec4[src]

impl Lerp<f32> for Vec4[src]

fn lerp(&self, end: Self, t: f32) -> 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 perfomrance 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<Vec4> for Mat4[src]

type Output = Vec4

The resulting type after applying the * operator.

impl Mul<Vec4> for Vec4[src]

type Output = Self

The resulting type after applying the * operator.

impl Mul<Vec4> for f32[src]

type Output = Vec4

The resulting type after applying the * operator.

impl Mul<f32> for Vec4[src]

type Output = Vec4

The resulting type after applying the * operator.

impl MulAssign<Vec4> for Vec4[src]

impl MulAssign<f32> for Vec4[src]

impl Neg for Vec4[src]

type Output = Vec4

The resulting type after applying the - operator.

impl PartialEq<Vec4> for Vec4[src]

impl Slerp<f32> for Vec4[src]

fn slerp(&self, end: Self, t: f32) -> 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 Sub<Vec4> for Vec4[src]

type Output = Self

The resulting type after applying the - operator.

impl SubAssign<Vec4> for Vec4[src]

impl Sum<Vec4> for Vec4[src]

Auto Trait Implementations

impl RefUnwindSafe for Vec4

impl Send for Vec4

impl Sync for Vec4

impl Unpin for Vec4

impl UnwindSafe for Vec4

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.