#[repr(C)]
pub struct DVec4x4 { pub x: f64x4, pub y: f64x4, pub z: f64x4, pub w: f64x4, }
Expand description

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: f64x4y: f64x4z: f64x4w: f64x4

Implementations

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

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

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

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.

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.

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

The resulting type after applying the + operator.

Performs the + operation. Read more

Performs the += operation. Read more

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

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

The resulting type after applying the / operator.

Performs the / operation. Read more

The resulting type after applying the / operator.

Performs the / operation. Read more

Performs the /= operation. Read more

Performs the /= operation. Read more

Performs the conversion.

Performs the conversion.

Performs the conversion.

Performs the conversion.

Performs the conversion.

Performs the conversion.

Performs the conversion.

Performs the conversion.

Performs the conversion.

Performs the conversion.

Performs the conversion.

Performs the conversion.

The returned type after indexing.

Performs the indexing (container[index]) operation. Read more

Performs the mutable indexing (container[index]) operation. Read more

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.

The resulting type after applying the * operator.

Performs the * operation. Read more

The resulting type after applying the * operator.

Performs the * operation. Read more

The resulting type after applying the * operator.

Performs the * operation. Read more

The resulting type after applying the * operator.

Performs the * operation. Read more

Performs the *= operation. Read more

Performs the *= operation. Read more

The resulting type after applying the - operator.

Performs the unary - operation. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

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!

The resulting type after applying the - operator.

Performs the - operation. Read more

Performs the -= operation. Read more

Method which takes an iterator and generates Self from the elements by “summing up” the items. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

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

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

🔬 This is a nightly-only experimental API. (toowned_clone_into)

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.