Struct ultraviolet::vec::DVec4x2 [−][src]
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: f64x2y: f64x2z: f64x2w: f64x2Implementations
impl DVec4x2[src]
impl DVec4x2[src]pub const fn new(x: f64x2, y: f64x2, z: f64x2, w: f64x2) -> Self[src]
pub const fn broadcast(val: f64x2) -> Self[src]
pub fn unit_x() -> Self[src]
pub fn unit_y() -> Self[src]
pub fn unit_z() -> Self[src]
pub fn unit_w() -> Self[src]
pub fn dot(&self, other: DVec4x2) -> f64x2[src]
pub fn reflect(&mut self, normal: DVec4x2)[src]
pub fn reflected(&self, normal: DVec4x2) -> Self[src]
pub fn mag_sq(&self) -> f64x2[src]
pub fn mag(&self) -> f64x2[src]
pub fn normalize(&mut self)[src]
#[must_use = "Did you mean to use `.normalize()` to normalize `self` in place?"]pub fn normalized(&self) -> Self[src]
pub fn normalize_homogeneous_point(&mut self)[src]
pub fn normalize_homogeneous_point(&mut self)[src]Normalize self in-place by interpreting it as a homogeneous point, i.e.
scaling the vector to ensure the homogeneous component has length 1.
#[must_use = "Did you mean to use `.normalize_homogeneous_point()` to normalize `self` in place?"]pub fn normalized_homogeneous_point(&self) -> Self[src]
#[must_use = "Did you mean to use `.normalize_homogeneous_point()` to normalize `self` in place?"]pub fn normalized_homogeneous_point(&self) -> Self[src]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: DVec4x2, add: DVec4x2) -> Self[src]
pub fn abs(&self) -> Self[src]
pub fn clamp(&mut self, min: Self, max: Self)[src]
pub fn clamped(self, min: Self, max: Self) -> Self[src]
pub fn map<F>(&self, f: F) -> Self where
F: Fn(f64x2) -> f64x2, [src]
F: Fn(f64x2) -> f64x2,
pub fn apply<F>(&mut self, f: F) where
F: Fn(f64x2) -> f64x2, [src]
F: Fn(f64x2) -> f64x2,
pub fn max_by_component(self, other: Self) -> Self[src]
pub fn min_by_component(self, other: Self) -> Self[src]
pub fn component_max(&self) -> f64x2[src]
pub fn component_min(&self) -> f64x2[src]
pub fn zero() -> Self[src]
pub fn one() -> Self[src]
pub const fn xy(&self) -> DVec2x2[src]
pub const fn xyz(&self) -> DVec3x2[src]
pub fn layout() -> Layout[src]
pub fn as_array(&self) -> &[f64x2; 4][src]
pub fn as_slice(&self) -> &[f64x2][src]
pub fn as_byte_slice(&self) -> &[u8][src]
pub fn as_mut_slice(&mut self) -> &mut [f64x2][src]
pub fn as_mut_byte_slice(&mut self) -> &mut [u8][src]
pub const fn as_ptr(&self) -> *const f64x2[src]
pub const fn as_ptr(&self) -> *const f64x2[src]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.
pub fn as_mut_ptr(&mut self) -> *mut f64x2[src]
pub fn as_mut_ptr(&mut self) -> *mut f64x2[src]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.
impl DVec4x2[src]
impl DVec4x2[src]pub fn new_splat(x: f64, y: f64, z: f64, w: f64) -> Self[src]
pub fn splat(vec: DVec4) -> Self[src]
pub fn blend(mask: m64x2, tru: Self, fals: Self) -> Self[src]
pub fn blend(mask: m64x2, tru: Self, fals: Self) -> Self[src]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
impl AddAssign<DVec4x2> for DVec4x2[src]
impl AddAssign<DVec4x2> for DVec4x2[src]fn add_assign(&mut self, rhs: DVec4x2)[src]
fn add_assign(&mut self, rhs: DVec4x2)[src]Performs the += operation. Read more
impl DivAssign<DVec4x2> for DVec4x2[src]
impl DivAssign<DVec4x2> for DVec4x2[src]fn div_assign(&mut self, rhs: DVec4x2)[src]
fn div_assign(&mut self, rhs: DVec4x2)[src]Performs the /= operation. Read more
impl DivAssign<f64x2> for DVec4x2[src]
impl DivAssign<f64x2> for DVec4x2[src]fn div_assign(&mut self, rhs: f64x2)[src]
fn div_assign(&mut self, rhs: f64x2)[src]Performs the /= operation. Read more
impl Lerp<f64x2> for DVec4x2[src]
impl Lerp<f64x2> for DVec4x2[src]fn lerp(&self, end: Self, t: f64x2) -> Self[src]
fn lerp(&self, end: Self, t: f64x2) -> Self[src]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.
impl MulAssign<DVec4x2> for DVec4x2[src]
impl MulAssign<DVec4x2> for DVec4x2[src]fn mul_assign(&mut self, rhs: DVec4x2)[src]
fn mul_assign(&mut self, rhs: DVec4x2)[src]Performs the *= operation. Read more
impl MulAssign<f64x2> for DVec4x2[src]
impl MulAssign<f64x2> for DVec4x2[src]fn mul_assign(&mut self, rhs: f64x2)[src]
fn mul_assign(&mut self, rhs: f64x2)[src]Performs the *= operation. Read more
impl Slerp<f64x2> for DVec4x2[src]
impl Slerp<f64x2> for DVec4x2[src]fn slerp(&self, end: Self, t: f64x2) -> Self[src]
fn slerp(&self, end: Self, t: f64x2) -> Self[src]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!
impl SubAssign<DVec4x2> for DVec4x2[src]
impl SubAssign<DVec4x2> for DVec4x2[src]fn sub_assign(&mut self, rhs: DVec4x2)[src]
fn sub_assign(&mut self, rhs: DVec4x2)[src]Performs the -= operation. Read more
impl Copy for DVec4x2[src]
impl StructuralPartialEq for DVec4x2[src]
Auto Trait Implementations
impl RefUnwindSafe for DVec4x2
impl Send for DVec4x2
impl Sync for DVec4x2
impl Unpin for DVec4x2
impl UnwindSafe for DVec4x2
Blanket Implementations
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]pub fn borrow_mut(&mut self) -> &mut T[src]
pub fn borrow_mut(&mut self) -> &mut T[src]Mutably borrows from an owned value. Read more
impl<T> ToOwned for T where
T: Clone, [src]
impl<T> ToOwned for T where
T: Clone, [src]type Owned = T
type Owned = TThe resulting type after obtaining ownership.
pub fn to_owned(&self) -> T[src]
pub fn to_owned(&self) -> T[src]Creates owned data from borrowed data, usually by cloning. Read more
pub fn clone_into(&self, target: &mut T)[src]
pub fn clone_into(&self, target: &mut T)[src]🔬 This is a nightly-only experimental API. (toowned_clone_into)
recently added
Uses borrowed data to replace owned data, usually by cloning. Read more