Struct ultraviolet::vec::Vec3x4
source · [−]Expand description
A set of three coordinates which may be interpreted as a point or vector in 3d space, or as a homogeneous 2d 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: f32x4
y: f32x4
z: f32x4
Implementations
sourceimpl Vec3x4
impl Vec3x4
pub const fn new(x: f32x4, y: f32x4, z: f32x4) -> Self
pub const fn broadcast(val: f32x4) -> Self
pub fn unit_x() -> Self
pub fn unit_y() -> Self
pub fn unit_z() -> Self
sourcepub fn into_homogeneous_point(self) -> Vec4x4
pub fn into_homogeneous_point(self) -> Vec4x4
Create a homogeneous 3d 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) -> Vec4x4
pub fn into_homogeneous_vector(self) -> Vec4x4
Create a homogeneous 3d vector from this vector, meaning the homogeneous component will always have a value of 0.0.
sourcepub fn from_homogeneous_point(v: Vec4x4) -> Self
pub fn from_homogeneous_point(v: Vec4x4) -> Self
Create a 3d point from a homogeneous 3d point, performing division by the homogeneous component. This should not be used for homogeneous 3d vectors, which will have 0 as their homogeneous component.
sourcepub fn from_homogeneous_vector(v: Vec4x4) -> Self
pub fn from_homogeneous_vector(v: Vec4x4) -> Self
Create a 3d vector from homogeneous 2d vector, which simply discards the homogeneous component.
pub fn dot(&self, other: Vec3x4) -> f32x4
sourcepub fn wedge(&self, other: Vec3x4) -> Bivec3x4
pub fn wedge(&self, other: Vec3x4) -> Bivec3x4
The wedge (aka exterior) product of two vectors.
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: Vec3x4) -> Rotor3x4
pub fn geom(&self, other: Vec3x4) -> Rotor3x4
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: Rotor3x4)
pub fn rotated_by(self, rotor: Rotor3x4) -> Self
pub fn cross(&self, other: Vec3x4) -> Self
pub fn reflect(&mut self, normal: Vec3x4)
pub fn reflected(&self, normal: Vec3x4) -> Self
pub fn mag_sq(&self) -> f32x4
pub fn mag(&self) -> f32x4
pub fn normalize(&mut self)
pub fn normalized(&self) -> Self
sourcepub fn normalize_homogeneous_point(&mut self)
pub fn normalize_homogeneous_point(&mut self)
Normalize self
in-place by interpreting it as a homogeneous point, i.e.
scaling the vector to ensure the homogeneous component has length 1.
sourcepub fn normalized_homogeneous_point(&self) -> Self
pub fn normalized_homogeneous_point(&self) -> Self
Normalize self
by interpreting it as a homogeneous point, i.e.
scaling the vector to ensure the homogeneous component has length 1.
pub fn mul_add(&self, mul: Vec3x4, add: Vec3x4) -> 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(f32x4) -> f32x4,
pub fn apply<F>(&mut self, f: F) where
F: FnMut(f32x4) -> f32x4,
pub fn max_by_component(self, other: Self) -> Self
pub fn min_by_component(self, other: Self) -> Self
pub fn component_max(&self) -> f32x4
pub fn component_min(&self) -> f32x4
pub fn zero() -> Self
pub fn one() -> Self
pub const fn xy(&self) -> Vec2x4
pub fn xyzw(&self) -> Vec4x4
pub fn layout() -> Layout
pub fn as_array(&self) -> &[f32x4; 3]
pub fn as_slice(&self) -> &[f32x4]
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 [f32x4]
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 f32x4
pub const fn as_ptr(&self) -> *const f32x4
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 f32x4
pub fn as_mut_ptr(&mut self) -> *mut f32x4
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 Vec3x4
impl Vec3x4
pub fn new_splat(x: f32, y: f32, z: f32) -> Self
pub fn splat(vec: Vec3) -> Self
sourcepub fn blend(mask: m32x4, tru: Self, fals: Self) -> Self
pub fn blend(mask: m32x4, 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: f32x4)
pub fn refracted(&self, normal: Self, eta: f32x4) -> Self
Trait Implementations
sourceimpl AddAssign<Vec3x4> for Vec3x4
impl AddAssign<Vec3x4> for Vec3x4
sourcefn add_assign(&mut self, rhs: Vec3x4)
fn add_assign(&mut self, rhs: Vec3x4)
Performs the +=
operation. Read more
sourceimpl DivAssign<Vec3x4> for Vec3x4
impl DivAssign<Vec3x4> for Vec3x4
sourcefn div_assign(&mut self, rhs: Vec3x4)
fn div_assign(&mut self, rhs: Vec3x4)
Performs the /=
operation. Read more
sourceimpl DivAssign<f32x4> for Vec3x4
impl DivAssign<f32x4> for Vec3x4
sourcefn div_assign(&mut self, rhs: f32x4)
fn div_assign(&mut self, rhs: f32x4)
Performs the /=
operation. Read more
sourceimpl Lerp<f32x4> for Vec3x4
impl Lerp<f32x4> for Vec3x4
sourcefn lerp(&self, end: Self, t: f32x4) -> Self
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 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<Vec3x4> for Isometry3x4
impl Mul<Vec3x4> for Isometry3x4
sourceimpl Mul<Vec3x4> for Similarity3x4
impl Mul<Vec3x4> for Similarity3x4
sourceimpl MulAssign<Vec3x4> for Vec3x4
impl MulAssign<Vec3x4> for Vec3x4
sourcefn mul_assign(&mut self, rhs: Vec3x4)
fn mul_assign(&mut self, rhs: Vec3x4)
Performs the *=
operation. Read more
sourceimpl MulAssign<f32x4> for Vec3x4
impl MulAssign<f32x4> for Vec3x4
sourcefn mul_assign(&mut self, rhs: f32x4)
fn mul_assign(&mut self, rhs: f32x4)
Performs the *=
operation. Read more
sourceimpl Slerp<f32x4> for Vec3x4
impl Slerp<f32x4> for Vec3x4
sourcefn slerp(&self, end: Self, t: f32x4) -> Self
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 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<Vec3x4> for Vec3x4
impl SubAssign<Vec3x4> for Vec3x4
sourcefn sub_assign(&mut self, rhs: Vec3x4)
fn sub_assign(&mut self, rhs: Vec3x4)
Performs the -=
operation. Read more
impl Copy for Vec3x4
impl StructuralPartialEq for Vec3x4
Auto Trait Implementations
impl RefUnwindSafe for Vec3x4
impl Send for Vec3x4
impl Sync for Vec3x4
impl Unpin for Vec3x4
impl UnwindSafe for Vec3x4
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