Struct ultraviolet::vec::Vec4x4
source · [−]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: f32x4
y: f32x4
z: f32x4
w: f32x4
Implementations
sourceimpl Vec4x4
impl Vec4x4
pub const fn new(x: f32x4, y: f32x4, z: f32x4, w: f32x4) -> Self
pub const fn broadcast(val: f32x4) -> Self
pub fn unit_x() -> Self
pub fn unit_y() -> Self
pub fn unit_z() -> Self
pub fn unit_w() -> Self
pub fn dot(&self, other: Vec4x4) -> f32x4
pub fn reflect(&mut self, normal: Vec4x4)
pub fn reflected(&self, normal: Vec4x4) -> 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: Vec4x4, add: Vec4x4) -> 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 const fn xyz(&self) -> Vec3x4
pub fn layout() -> Layout
pub fn as_array(&self) -> &[f32x4; 4]
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 Vec4x4
impl Vec4x4
pub fn new_splat(x: f32, y: f32, z: f32, w: f32) -> Self
pub fn splat(vec: Vec4) -> 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
Trait Implementations
sourceimpl AddAssign<Vec4x4> for Vec4x4
impl AddAssign<Vec4x4> for Vec4x4
sourcefn add_assign(&mut self, rhs: Vec4x4)
fn add_assign(&mut self, rhs: Vec4x4)
Performs the +=
operation. Read more
sourceimpl DivAssign<Vec4x4> for Vec4x4
impl DivAssign<Vec4x4> for Vec4x4
sourcefn div_assign(&mut self, rhs: Vec4x4)
fn div_assign(&mut self, rhs: Vec4x4)
Performs the /=
operation. Read more
sourceimpl DivAssign<f32x4> for Vec4x4
impl DivAssign<f32x4> for Vec4x4
sourcefn div_assign(&mut self, rhs: f32x4)
fn div_assign(&mut self, rhs: f32x4)
Performs the /=
operation. Read more
sourceimpl Lerp<f32x4> for Vec4x4
impl Lerp<f32x4> for Vec4x4
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 MulAssign<Vec4x4> for Vec4x4
impl MulAssign<Vec4x4> for Vec4x4
sourcefn mul_assign(&mut self, rhs: Vec4x4)
fn mul_assign(&mut self, rhs: Vec4x4)
Performs the *=
operation. Read more
sourceimpl MulAssign<f32x4> for Vec4x4
impl MulAssign<f32x4> for Vec4x4
sourcefn mul_assign(&mut self, rhs: f32x4)
fn mul_assign(&mut self, rhs: f32x4)
Performs the *=
operation. Read more
sourceimpl Slerp<f32x4> for Vec4x4
impl Slerp<f32x4> for Vec4x4
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<Vec4x4> for Vec4x4
impl SubAssign<Vec4x4> for Vec4x4
sourcefn sub_assign(&mut self, rhs: Vec4x4)
fn sub_assign(&mut self, rhs: Vec4x4)
Performs the -=
operation. Read more
impl Copy for Vec4x4
impl StructuralPartialEq for Vec4x4
Auto Trait Implementations
impl RefUnwindSafe for Vec4x4
impl Send for Vec4x4
impl Sync for Vec4x4
impl Unpin for Vec4x4
impl UnwindSafe for Vec4x4
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