Struct ultraviolet::vec::Vec4x4

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#[repr(C)]
pub struct Vec4x4 { pub x: f32x4, pub y: f32x4, pub z: f32x4, pub w: f32x4, }
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.

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§x: f32x4§y: f32x4§z: f32x4§w: f32x4

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impl Vec4x4

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pub const fn new(x: f32x4, y: f32x4, z: f32x4, w: f32x4) -> Self

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pub const fn broadcast(val: f32x4) -> Self

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pub fn unit_x() -> Self

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pub fn unit_y() -> Self

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pub fn unit_z() -> Self

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pub fn unit_w() -> Self

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pub fn dot(&self, other: Vec4x4) -> f32x4

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pub fn reflect(&mut self, normal: Vec4x4)

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pub fn reflected(&self, normal: Vec4x4) -> Self

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pub fn mag_sq(&self) -> f32x4

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pub fn mag(&self) -> f32x4

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pub fn normalize(&mut self)

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pub fn normalized(&self) -> Self

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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.

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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.

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pub fn truncated(&self) -> Vec3x4

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

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pub fn mul_add(&self, mul: Vec4x4, add: Vec4x4) -> Self

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pub fn abs(&self) -> Self

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pub fn clamp(&mut self, min: Self, max: Self)

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pub fn clamped(self, min: Self, max: Self) -> Self

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pub fn map<F>(&self, f: F) -> Selfwhere F: FnMut(f32x4) -> f32x4,

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pub fn apply<F>(&mut self, f: F)where F: FnMut(f32x4) -> f32x4,

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pub fn max_by_component(self, other: Self) -> Self

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pub fn min_by_component(self, other: Self) -> Self

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pub fn component_max(&self) -> f32x4

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pub fn component_min(&self) -> f32x4

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pub fn zero() -> Self

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pub fn one() -> Self

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pub const fn xy(&self) -> Vec2x4

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pub const fn xyz(&self) -> Vec3x4

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pub fn layout() -> Layout

Get the core::alloc::Layout of Self

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pub fn as_array(&self) -> &[f32x4; 4]

Interpret self as a statically-sized array of its base numeric type

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pub fn as_mut_array(&mut self) -> &mut [f32x4; 4]

Interpret self as a statically-sized array of its base numeric type

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pub fn as_slice(&self) -> &[f32x4]

Interpret self as a slice of its base numeric type

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pub fn as_mut_slice(&mut self) -> &mut [f32x4]

Interpret self as a slice of its base numeric type

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

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

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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.

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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.

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impl Vec4x4

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pub fn new_splat(x: f32, y: f32, z: f32, w: f32) -> Self

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pub fn splat(vec: Vec4) -> Self

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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§

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impl Add<Vec4x4> for Vec4x4

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type Output = Vec4x4

The resulting type after applying the + operator.
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fn add(self, rhs: Vec4x4) -> Self

Performs the + operation. Read more
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impl AddAssign<Vec4x4> for Vec4x4

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fn add_assign(&mut self, rhs: Vec4x4)

Performs the += operation. Read more
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impl Clone for Vec4x4

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fn clone(&self) -> Vec4x4

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Vec4x4

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Vec4x4

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fn default() -> Vec4x4

Returns the “default value” for a type. Read more
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impl Div<Vec4x4> for Vec4x4

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type Output = Vec4x4

The resulting type after applying the / operator.
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fn div(self, rhs: Vec4x4) -> Self

Performs the / operation. Read more
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impl Div<f32x4> for Vec4x4

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type Output = Vec4x4

The resulting type after applying the / operator.
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fn div(self, rhs: f32x4) -> Vec4x4

Performs the / operation. Read more
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impl DivAssign<Vec4x4> for Vec4x4

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fn div_assign(&mut self, rhs: Vec4x4)

Performs the /= operation. Read more
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impl DivAssign<f32x4> for Vec4x4

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fn div_assign(&mut self, rhs: f32x4)

Performs the /= operation. Read more
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impl From<&[f32x4; 4]> for Vec4x4

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fn from(comps: &[f32x4; 4]) -> Self

Converts to this type from the input type.
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impl From<&(f32x4, f32x4, f32x4, f32x4)> for Vec4x4

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fn from(comps: &(f32x4, f32x4, f32x4, f32x4)) -> Self

Converts to this type from the input type.
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impl From<&mut [f32x4; 4]> for Vec4x4

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fn from(comps: &mut [f32x4; 4]) -> Self

Converts to this type from the input type.
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impl From<[Vec4; 4]> for Vec4x4

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fn from(vecs: [Vec4; 4]) -> Self

Converts to this type from the input type.
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impl From<[f32x4; 4]> for Vec4x4

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fn from(comps: [f32x4; 4]) -> Self

Converts to this type from the input type.
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impl From<(f32x4, f32x4, f32x4, f32x4)> for Vec4x4

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fn from(comps: (f32x4, f32x4, f32x4, f32x4)) -> Self

Converts to this type from the input type.
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impl From<Vec3x4> for Vec4x4

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fn from(vec: Vec3x4) -> Self

Converts to this type from the input type.
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impl From<Vec4> for Vec4x4

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fn from(vec: Vec4) -> Self

Converts to this type from the input type.
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impl From<Vec4x4> for [Vec4; 4]

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fn from(v: Vec4x4) -> [Vec4; 4]

Converts to this type from the input type.
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impl From<Vec4x4> for [f32x4; 4]

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fn from(v: Vec4x4) -> Self

Converts to this type from the input type.
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impl From<Vec4x4> for (f32x4, f32x4, f32x4, f32x4)

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fn from(v: Vec4x4) -> Self

Converts to this type from the input type.
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impl From<Vec4x4> for Vec3x4

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fn from(vec: Vec4x4) -> Self

Converts to this type from the input type.
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impl Index<usize> for Vec4x4

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type Output = f32x4

The returned type after indexing.
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fn index(&self, index: usize) -> &Self::Output

Performs the indexing (container[index]) operation. Read more
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impl IndexMut<usize> for Vec4x4

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fn index_mut(&mut self, index: usize) -> &mut Self::Output

Performs the mutable indexing (container[index]) operation. Read more
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impl Lerp<f32x4> for Vec4x4

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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 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.

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impl Mul<Vec4x4> for Mat4x4

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type Output = Vec4x4

The resulting type after applying the * operator.
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fn mul(self, rhs: Vec4x4) -> Vec4x4

Performs the * operation. Read more
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impl Mul<Vec4x4> for Vec4x4

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type Output = Vec4x4

The resulting type after applying the * operator.
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fn mul(self, rhs: Vec4x4) -> Self

Performs the * operation. Read more
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impl Mul<Vec4x4> for f32x4

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type Output = Vec4x4

The resulting type after applying the * operator.
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fn mul(self, rhs: Vec4x4) -> Vec4x4

Performs the * operation. Read more
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impl Mul<f32x4> for Vec4x4

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type Output = Vec4x4

The resulting type after applying the * operator.
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fn mul(self, rhs: f32x4) -> Vec4x4

Performs the * operation. Read more
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impl MulAssign<Vec4x4> for Vec4x4

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fn mul_assign(&mut self, rhs: Vec4x4)

Performs the *= operation. Read more
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impl MulAssign<f32x4> for Vec4x4

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fn mul_assign(&mut self, rhs: f32x4)

Performs the *= operation. Read more
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impl Neg for Vec4x4

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type Output = Vec4x4

The resulting type after applying the - operator.
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fn neg(self) -> Vec4x4

Performs the unary - operation. Read more
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impl PartialEq<Vec4x4> for Vec4x4

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fn eq(&self, other: &Vec4x4) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Slerp<f32x4> for Vec4x4

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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 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!

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impl Sub<Vec4x4> for Vec4x4

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type Output = Vec4x4

The resulting type after applying the - operator.
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fn sub(self, rhs: Vec4x4) -> Self

Performs the - operation. Read more
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impl SubAssign<Vec4x4> for Vec4x4

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fn sub_assign(&mut self, rhs: Vec4x4)

Performs the -= operation. Read more
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impl Sum<Vec4x4> for Vec4x4

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fn sum<I>(iter: I) -> Selfwhere I: Iterator<Item = Self>,

Method which takes an iterator and generates Self from the elements by “summing up” the items.
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impl Copy for Vec4x4

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impl StructuralPartialEq for Vec4x4

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for Twhere T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for Twhere T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for Twhere T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for Twhere U: From<T>,

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fn into(self) -> U

Calls U::from(self).

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

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impl<T> ToOwned for Twhere T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for Twhere U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for Twhere U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.