Struct ultraviolet::vec::Vec4
source · #[repr(C)]pub struct Vec4 {
pub x: f32,
pub y: f32,
pub z: f32,
pub w: f32,
}
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: f32
§y: f32
§z: f32
§w: f32
Implementations§
source§impl Vec4
impl Vec4
pub const fn new(x: f32, y: f32, z: f32, w: f32) -> Self
pub const fn broadcast(val: f32) -> 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: Vec4) -> f32
pub fn reflect(&mut self, normal: Vec4)
pub fn reflected(&self, normal: Vec4) -> Self
pub fn mag_sq(&self) -> f32
pub fn mag(&self) -> f32
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: Vec4, add: Vec4) -> 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
pub fn apply<F>(&mut self, f: F)
pub fn max_by_component(self, other: Self) -> Self
pub fn min_by_component(self, other: Self) -> Self
pub fn component_max(&self) -> f32
pub fn component_min(&self) -> f32
pub fn zero() -> Self
pub fn one() -> Self
pub const fn xy(&self) -> Vec2
pub const fn xyz(&self) -> Vec3
sourcepub fn layout() -> Layout
pub fn layout() -> Layout
Get the core::alloc::Layout
of Self
sourcepub fn as_array(&self) -> &[f32; 4]
pub fn as_array(&self) -> &[f32; 4]
Interpret self
as a statically-sized array of its base numeric type
sourcepub fn as_mut_array(&mut self) -> &mut [f32; 4]
pub fn as_mut_array(&mut self) -> &mut [f32; 4]
Interpret self
as a statically-sized array of its base numeric type
sourcepub fn as_mut_slice(&mut self) -> &mut [f32]
pub fn as_mut_slice(&mut self) -> &mut [f32]
Interpret self
as a slice of its base numeric type
pub fn as_byte_slice(&self) -> &[u8] ⓘ
pub fn as_mut_byte_slice(&mut self) -> &mut [u8] ⓘ
sourcepub const fn as_ptr(&self) -> *const f32
pub const fn as_ptr(&self) -> *const f32
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 f32
pub fn as_mut_ptr(&mut self) -> *mut f32
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.
Trait Implementations§
source§impl AddAssign for Vec4
impl AddAssign for Vec4
source§fn add_assign(&mut self, rhs: Vec4)
fn add_assign(&mut self, rhs: Vec4)
+=
operation. Read moresource§impl DivAssign<f32> for Vec4
impl DivAssign<f32> for Vec4
source§fn div_assign(&mut self, rhs: f32)
fn div_assign(&mut self, rhs: f32)
/=
operation. Read moresource§impl DivAssign for Vec4
impl DivAssign for Vec4
source§fn div_assign(&mut self, rhs: Vec4)
fn div_assign(&mut self, rhs: Vec4)
/=
operation. Read moresource§impl Lerp<f32> for Vec4
impl Lerp<f32> for Vec4
source§fn lerp(&self, end: Self, t: f32) -> Self
fn lerp(&self, end: Self, t: f32) -> 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
.
source§impl MulAssign<f32> for Vec4
impl MulAssign<f32> for Vec4
source§fn mul_assign(&mut self, rhs: f32)
fn mul_assign(&mut self, rhs: f32)
*=
operation. Read moresource§impl MulAssign for Vec4
impl MulAssign for Vec4
source§fn mul_assign(&mut self, rhs: Vec4)
fn mul_assign(&mut self, rhs: Vec4)
*=
operation. Read moresource§impl PartialEq for Vec4
impl PartialEq for Vec4
source§impl Slerp<f32> for Vec4
impl Slerp<f32> for Vec4
source§fn slerp(&self, end: Self, t: f32) -> Self
fn slerp(&self, end: Self, t: f32) -> 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!
source§impl SubAssign for Vec4
impl SubAssign for Vec4
source§fn sub_assign(&mut self, rhs: Vec4)
fn sub_assign(&mut self, rhs: Vec4)
-=
operation. Read more