Struct ultraviolet::vec::Vec4x8 [−][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: f32x8y: f32x8z: f32x8w: f32x8Implementations
impl Vec4x8[src]
impl Vec4x8[src]pub const fn new(x: f32x8, y: f32x8, z: f32x8, w: f32x8) -> Self[src]
pub const fn broadcast(val: f32x8) -> 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: Vec4x8) -> f32x8[src]
pub fn reflect(&mut self, normal: Vec4x8)[src]
pub fn reflected(&self, normal: Vec4x8) -> Self[src]
pub fn mag_sq(&self) -> f32x8[src]
pub fn mag(&self) -> f32x8[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: Vec4x8, add: Vec4x8) -> 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(f32x8) -> f32x8, [src]
F: Fn(f32x8) -> f32x8,
pub fn apply<F>(&mut self, f: F) where
F: Fn(f32x8) -> f32x8, [src]
F: Fn(f32x8) -> f32x8,
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) -> f32x8[src]
pub fn component_min(&self) -> f32x8[src]
pub fn zero() -> Self[src]
pub fn one() -> Self[src]
pub const fn xy(&self) -> Vec2x8[src]
pub const fn xyz(&self) -> Vec3x8[src]
pub fn layout() -> Layout[src]
pub fn as_array(&self) -> &[f32x8; 4][src]
pub fn as_slice(&self) -> &[f32x8][src]
pub fn as_byte_slice(&self) -> &[u8][src]
pub fn as_mut_slice(&mut self) -> &mut [f32x8][src]
pub fn as_mut_byte_slice(&mut self) -> &mut [u8][src]
pub const fn as_ptr(&self) -> *const f32x8[src]
pub const fn as_ptr(&self) -> *const f32x8[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 f32x8[src]
pub fn as_mut_ptr(&mut self) -> *mut f32x8[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 Vec4x8[src]
impl Vec4x8[src]pub fn new_splat(x: f32, y: f32, z: f32, w: f32) -> Self[src]
pub fn splat(vec: Vec4) -> Self[src]
pub fn blend(mask: m32x8, tru: Self, fals: Self) -> Self[src]
pub fn blend(mask: m32x8, 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<Vec4x8> for Vec4x8[src]
impl AddAssign<Vec4x8> for Vec4x8[src]fn add_assign(&mut self, rhs: Vec4x8)[src]
fn add_assign(&mut self, rhs: Vec4x8)[src]Performs the += operation. Read more
impl DivAssign<Vec4x8> for Vec4x8[src]
impl DivAssign<Vec4x8> for Vec4x8[src]fn div_assign(&mut self, rhs: Vec4x8)[src]
fn div_assign(&mut self, rhs: Vec4x8)[src]Performs the /= operation. Read more
impl DivAssign<f32x8> for Vec4x8[src]
impl DivAssign<f32x8> for Vec4x8[src]fn div_assign(&mut self, rhs: f32x8)[src]
fn div_assign(&mut self, rhs: f32x8)[src]Performs the /= operation. Read more
impl Lerp<f32x8> for Vec4x8[src]
impl Lerp<f32x8> for Vec4x8[src]fn lerp(&self, end: Self, t: f32x8) -> Self[src]
fn lerp(&self, end: Self, t: f32x8) -> 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<Vec4x8> for Vec4x8[src]
impl MulAssign<Vec4x8> for Vec4x8[src]fn mul_assign(&mut self, rhs: Vec4x8)[src]
fn mul_assign(&mut self, rhs: Vec4x8)[src]Performs the *= operation. Read more
impl MulAssign<f32x8> for Vec4x8[src]
impl MulAssign<f32x8> for Vec4x8[src]fn mul_assign(&mut self, rhs: f32x8)[src]
fn mul_assign(&mut self, rhs: f32x8)[src]Performs the *= operation. Read more
impl Slerp<f32x8> for Vec4x8[src]
impl Slerp<f32x8> for Vec4x8[src]fn slerp(&self, end: Self, t: f32x8) -> Self[src]
fn slerp(&self, end: Self, t: f32x8) -> 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<Vec4x8> for Vec4x8[src]
impl SubAssign<Vec4x8> for Vec4x8[src]fn sub_assign(&mut self, rhs: Vec4x8)[src]
fn sub_assign(&mut self, rhs: Vec4x8)[src]Performs the -= operation. Read more
impl Copy for Vec4x8[src]
impl StructuralPartialEq for Vec4x8[src]
Auto Trait Implementations
impl RefUnwindSafe for Vec4x8
impl Send for Vec4x8
impl Sync for Vec4x8
impl Unpin for Vec4x8
impl UnwindSafe for Vec4x8
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