Struct ultraviolet::vec::Vec2x8
source · [−]Expand description
A set of two coordinates which may be interpreted as a vector or point in 2d space.
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: f32x8
y: f32x8
Implementations
sourceimpl Vec2x8
impl Vec2x8
pub const fn new(x: f32x8, y: f32x8) -> Self
pub const fn broadcast(val: f32x8) -> Self
pub fn unit_x() -> Self
pub fn unit_y() -> Self
sourcepub fn into_homogeneous_point(self) -> Vec3x8
pub fn into_homogeneous_point(self) -> Vec3x8
Create a homogeneous 2d point from this vector interpreted as a point, meaning the homogeneous component will start with a value of 1.0.
sourcepub fn into_homogeneous_vector(self) -> Vec3x8
pub fn into_homogeneous_vector(self) -> Vec3x8
Create a homogeneous 2d vector from this vector, meaning the homogeneous component will always have a value of 0.0.
sourcepub fn from_homogeneous_point(v: Vec3x8) -> Self
pub fn from_homogeneous_point(v: Vec3x8) -> Self
Create a 2d point from a homogeneous 2d point, performing division by the homogeneous component. This should not be used for homogeneous 2d vectors, which will have 0 as their homogeneous component.
sourcepub fn from_homogeneous_vector(v: Vec3x8) -> Self
pub fn from_homogeneous_vector(v: Vec3x8) -> Self
Create a 2d vector from homogeneous 2d vector, which simply discards the homogeneous component.
pub fn dot(&self, other: Vec2x8) -> f32x8
sourcepub fn wedge(&self, other: Vec2x8) -> Bivec2x8
pub fn wedge(&self, other: Vec2x8) -> Bivec2x8
The wedge (aka exterior) product of two vectors.
Note: Sometimes called “cross” product in 2D. Such a product is not well defined in 2 dimensions and is really just shorthand notation for a hacky operation that extends the vectors into 3 dimensions, takes the cross product, then returns only the resulting Z component as a pseudoscalar value. This value is will have the same value as the resulting bivector of the wedge product in 2d (a 2d bivector is also a kind of pseudoscalar value), so you may use this product to calculate the same value.
This operation results in a bivector, which represents
the plane parallel to the two vectors, and which has a
‘oriented area’ equal to the parallelogram created by extending
the two vectors, oriented such that the positive direction is the
one which would move self
closer to other
.
sourcepub fn geom(&self, other: Vec2x8) -> Rotor2x8
pub fn geom(&self, other: Vec2x8) -> Rotor2x8
The geometric product of this and another vector, which is defined as the sum of the dot product and the wedge product.
This operation results in a ‘rotor’, named as such as it may define
a rotation. The rotor which results from the geometric product
will rotate in the plane parallel to the two vectors, by twice the angle between
them and in the opposite direction (i.e. it will rotate in the direction that would
bring other
towards self
, and rotate in that direction by twice the angle between them).
pub fn rotate_by(&mut self, rotor: Rotor2x8)
pub fn rotated_by(self, rotor: Rotor2x8) -> Self
pub fn reflected(&self, normal: Vec2x8) -> Self
pub fn mag_sq(&self) -> f32x8
pub fn mag(&self) -> f32x8
pub fn normalize(&mut self)
pub fn normalized(&self) -> Self
pub fn mul_add(&self, mul: Vec2x8, add: Vec2x8) -> Self
pub fn abs(&self) -> Self
pub fn clamp(&mut self, min: Self, max: Self)
pub fn clamped(self, min: Self, max: Self) -> Self
pub fn map<F>(&self, f: F) -> Self where
F: FnMut(f32x8) -> f32x8,
pub fn apply<F>(&mut self, f: F) where
F: FnMut(f32x8) -> f32x8,
pub fn max_by_component(self, other: Self) -> Self
pub fn min_by_component(self, other: Self) -> Self
pub fn component_max(&self) -> f32x8
pub fn component_min(&self) -> f32x8
pub fn zero() -> Self
pub fn one() -> Self
pub fn xyz(&self) -> Vec3x8
pub fn xyzw(&self) -> Vec4x8
pub fn layout() -> Layout
pub fn as_array(&self) -> &[f32x8; 2]
pub fn as_slice(&self) -> &[f32x8]
pub fn as_byte_slice(&self) -> &[u8]ⓘNotable traits for &'_ [u8]impl<'_> Read for &'_ [u8]impl<'_> Write for &'_ mut [u8]
pub fn as_mut_slice(&mut self) -> &mut [f32x8]
pub fn as_mut_byte_slice(&mut self) -> &mut [u8]ⓘNotable traits for &'_ [u8]impl<'_> Read for &'_ [u8]impl<'_> Write for &'_ mut [u8]
sourcepub const fn as_ptr(&self) -> *const f32x8
pub const fn as_ptr(&self) -> *const f32x8
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.
sourcepub fn as_mut_ptr(&mut self) -> *mut f32x8
pub fn as_mut_ptr(&mut self) -> *mut f32x8
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.
sourceimpl Vec2x8
impl Vec2x8
pub fn new_splat(x: f32, y: f32) -> Self
pub fn splat(vec: Vec2) -> Self
sourcepub fn blend(mask: m32x8, tru: Self, fals: Self) -> Self
pub fn blend(mask: m32x8, tru: Self, fals: Self) -> Self
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
pub fn refract(&mut self, normal: Self, eta: f32x8)
pub fn refracted(&self, normal: Self, eta: f32x8) -> Self
Trait Implementations
sourceimpl AddAssign<Vec2x8> for Vec2x8
impl AddAssign<Vec2x8> for Vec2x8
sourcefn add_assign(&mut self, rhs: Vec2x8)
fn add_assign(&mut self, rhs: Vec2x8)
Performs the +=
operation. Read more
sourceimpl DivAssign<Vec2x8> for Vec2x8
impl DivAssign<Vec2x8> for Vec2x8
sourcefn div_assign(&mut self, rhs: Vec2x8)
fn div_assign(&mut self, rhs: Vec2x8)
Performs the /=
operation. Read more
sourceimpl DivAssign<f32x8> for Vec2x8
impl DivAssign<f32x8> for Vec2x8
sourcefn div_assign(&mut self, rhs: f32x8)
fn div_assign(&mut self, rhs: f32x8)
Performs the /=
operation. Read more
sourceimpl Lerp<f32x8> for Vec2x8
impl Lerp<f32x8> for Vec2x8
sourcefn lerp(&self, end: Self, t: f32x8) -> Self
fn lerp(&self, end: Self, t: f32x8) -> 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 Rotor
s 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 Rotor
s to be of constant angular velocity. In this
case, check out Slerp
.
sourceimpl Mul<Vec2x8> for Isometry2x8
impl Mul<Vec2x8> for Isometry2x8
sourceimpl Mul<Vec2x8> for Similarity2x8
impl Mul<Vec2x8> for Similarity2x8
sourceimpl MulAssign<Vec2x8> for Vec2x8
impl MulAssign<Vec2x8> for Vec2x8
sourcefn mul_assign(&mut self, rhs: Vec2x8)
fn mul_assign(&mut self, rhs: Vec2x8)
Performs the *=
operation. Read more
sourceimpl MulAssign<f32x8> for Vec2x8
impl MulAssign<f32x8> for Vec2x8
sourcefn mul_assign(&mut self, rhs: f32x8)
fn mul_assign(&mut self, rhs: f32x8)
Performs the *=
operation. Read more
sourceimpl Slerp<f32x8> for Vec2x8
impl Slerp<f32x8> for Vec2x8
sourcefn slerp(&self, end: Self, t: f32x8) -> Self
fn slerp(&self, end: Self, t: f32x8) -> 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 Rotor
s, 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 Rotor
s, etc!
sourceimpl SubAssign<Vec2x8> for Vec2x8
impl SubAssign<Vec2x8> for Vec2x8
sourcefn sub_assign(&mut self, rhs: Vec2x8)
fn sub_assign(&mut self, rhs: Vec2x8)
Performs the -=
operation. Read more
impl Copy for Vec2x8
impl StructuralPartialEq for Vec2x8
Auto Trait Implementations
impl RefUnwindSafe for Vec2x8
impl Send for Vec2x8
impl Sync for Vec2x8
impl Unpin for Vec2x8
impl UnwindSafe for Vec2x8
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> ToOwned for T where
T: Clone,
impl<T> ToOwned for T where
T: Clone,
type Owned = T
type Owned = T
The resulting type after obtaining ownership.
sourcefn clone_into(&self, target: &mut T)
fn clone_into(&self, target: &mut T)
toowned_clone_into
)Uses borrowed data to replace owned data, usually by cloning. Read more