cgmath/src-old/math/vec.rs
Brendan Zabarauskas 3673c4db6d Overhaul library, rename to cgmath
Moved the old source code temporarily to src-old. This will be removed once the functionality has been transferred over into the new system.

The new design is based on algebraic principles. Thanks goes to sebcrozet and his nalgebra library for providing the inspiration for the algebraic traits: https://github.com/sebcrozet/nalgebra
2013-08-26 15:08:25 +10:00

2162 lines
63 KiB
Rust

// Copyright 2013 The Lmath Developers. For a full listing of the authors,
// refer to the AUTHORS file at the top-level directory of this distribution.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//! Abstract vector types
use math::{Dimensioned, SwapComponents};
/// Generic vector trait
pub trait Vec<T,Slice>: Dimensioned<T,Slice>
+ SwapComponents {}
/// Vectors with numeric components
pub trait NumVec<T,Slice>: Neg<Self> {
pub fn add_s(&self, value: T) -> Self;
pub fn sub_s(&self, value: T) -> Self;
pub fn mul_s(&self, value: T) -> Self;
pub fn div_s(&self, value: T) -> Self;
pub fn rem_s(&self, value: T) -> Self;
pub fn add_v(&self, other: &Self) -> Self;
pub fn sub_v(&self, other: &Self) -> Self;
pub fn mul_v(&self, other: &Self) -> Self;
pub fn div_v(&self, other: &Self) -> Self;
pub fn rem_v(&self, other: &Self) -> Self;
pub fn neg_self(&mut self);
pub fn add_self_s(&mut self, value: T);
pub fn sub_self_s(&mut self, value: T);
pub fn mul_self_s(&mut self, value: T);
pub fn div_self_s(&mut self, value: T);
pub fn rem_self_s(&mut self, value: T);
pub fn add_self_v(&mut self, other: &Self);
pub fn sub_self_v(&mut self, other: &Self);
pub fn mul_self_v(&mut self, other: &Self);
pub fn div_self_v(&mut self, other: &Self);
pub fn rem_self_v(&mut self, other: &Self);
pub fn dot(&self, other: &Self) -> T;
pub fn comp_add(&self) -> T;
pub fn comp_mul(&self) -> T;
}
/// Vectors with floating point components
pub trait FloatVec<T,Slice>: NumVec<T,Slice> + ApproxEq<T> {
pub fn magnitude2(&self) -> T;
pub fn magnitude(&self) -> T;
pub fn angle(&self, other: &Self) -> T;
pub fn normalize(&self) -> Self;
pub fn normalize_to(&self, magnitude: T) -> Self;
pub fn lerp(&self, other: &Self, amount: T) -> Self;
pub fn normalize_self(&mut self);
pub fn normalize_self_to(&mut self, magnitude: T);
pub fn lerp_self(&mut self, other: &Self, amount: T);
}
/// Vectors with orderable components
pub trait OrdVec<T,Slice,BV>: Vec<T,Slice> {
pub fn lt_s(&self, value: T) -> BV;
pub fn le_s(&self, value: T) -> BV;
pub fn ge_s(&self, value: T) -> BV;
pub fn gt_s(&self, value: T) -> BV;
pub fn lt_v(&self, other: &Self) -> BV;
pub fn le_v(&self, other: &Self) -> BV;
pub fn ge_v(&self, other: &Self) -> BV;
pub fn gt_v(&self, other: &Self) -> BV;
pub fn min_s(&self, other: T) -> Self;
pub fn max_s(&self, other: T) -> Self;
pub fn clamp_s(&self, mn: T, mx: T) -> Self;
pub fn min_v(&self, other: &Self) -> Self;
pub fn max_v(&self, other: &Self) -> Self;
pub fn clamp_v(&self, mn: &Self, mx: &Self) -> Self;
pub fn comp_min(&self) -> T;
pub fn comp_max(&self) -> T;
}
/// Vectors with components that can be tested for equality
pub trait EqVec<T,Slice,BV>: Eq {
pub fn eq_s(&self, value: T) -> BV;
pub fn ne_s(&self, value: T) -> BV;
pub fn eq_v(&self, other: &Self) -> BV;
pub fn ne_v(&self, other: &Self) -> BV;
}
/// Vectors with boolean components
pub trait BoolVec<Slice>: Vec<bool,Slice> + Not<Self> {
pub fn any(&self) -> bool;
pub fn all(&self) -> bool;
}
#[deriving(Clone, Eq)]
pub struct Vec2<T> { x: T, y: T }
// GLSL-style type aliases
pub type vec2 = Vec2<f32>;
pub type dvec2 = Vec2<f64>;
pub type bvec2 = Vec2<bool>;
pub type ivec2 = Vec2<i32>;
pub type uvec2 = Vec2<u32>;
// Rust-style type aliases
pub type Vec2f = Vec2<float>;
pub type Vec2f32 = Vec2<f32>;
pub type Vec2f64 = Vec2<f64>;
pub type Vec2i = Vec2<int>;
pub type Vec2i8 = Vec2<i8>;
pub type Vec2i16 = Vec2<i16>;
pub type Vec2i32 = Vec2<i32>;
pub type Vec2i64 = Vec2<i64>;
pub type Vec2u = Vec2<uint>;
pub type Vec2u8 = Vec2<u8>;
pub type Vec2u16 = Vec2<u16>;
pub type Vec2u32 = Vec2<u32>;
pub type Vec2u64 = Vec2<u64>;
pub type Vec2b = Vec2<bool>;
pub trait ToVec2<T> {
pub fn to_vec2(&self) -> Vec2<T>;
}
pub trait AsVec2<T> {
pub fn as_vec2<'a>(&'a self) -> &'a Vec2<T>;
pub fn as_mut_vec2<'a>(&'a mut self) -> &'a mut Vec2<T>;
pub fn with_vec2<'a>(&'a self, f: &fn(&'a Vec2<T>) -> Vec2<T>) -> Self;
}
impl_dimensioned!(Vec2, T, 2)
impl_swap_components!(Vec2)
impl_approx!(Vec2 { x, y })
impl<T> Vec2<T> {
/// Construct a new vector from the supplied components.
#[inline]
pub fn new(x: T, y: T) -> Vec2<T> {
Vec2 { x: x, y: y }
}
}
impl<T:Clone> Vec2<T> {
/// Construct a new vector with each component set to `value`.
#[inline]
pub fn from_value(value: T) -> Vec2<T> {
Vec2::new(value.clone(),
value.clone())
}
}
impl<T:Clone + Num> ToVec3<T> for Vec2<T> {
/// Converts the vector to a three-dimensional homogeneous vector:
/// `[x, y] -> [x, y, 0]`
pub fn to_vec3(&self) -> Vec3<T> {
Vec3::new((*self).i(0).clone(),
(*self).i(1).clone(),
zero!(T))
}
}
/// Constants for two-dimensional vectors.
impl<T:Num> Vec2<T> {
/// Returns a two-dimensional vector with each component set to `1`.
#[inline]
pub fn identity() -> Vec2<T> {
Vec2::new(one!(T), one!(T))
}
/// Returns a two-dimensional vector with each component set to `0`.
#[inline]
pub fn zero() -> Vec2<T> {
Vec2::new(zero!(T), zero!(T))
}
/// Returns a zeroed two-dimensional vector with the `x` component set to `1`.
#[inline]
pub fn unit_x() -> Vec2<T> {
Vec2::new(one!(T), zero!(T))
}
/// Returns a zeroed two-dimensional vector with the `y` component set to `1`.
#[inline]
pub fn unit_y() -> Vec2<T> {
Vec2::new(zero!(T), one!(T))
}
}
/// Numeric operations specific to two-dimensional vectors.
impl<T:Num> Vec2<T> {
/// The perpendicular dot product of the vector and `other`.
#[inline]
pub fn perp_dot(&self, other: &Vec2<T>) -> T {
(*self.i(0) * *other.i(1)) -
(*self.i(1) * *other.i(0))
}
}
impl<T: Clone> Vec<T,[T,..2]> for Vec2<T> {}
impl<T: Clone + Num> NumVec<T,[T,..2]> for Vec2<T> {
/// Returns a new vector with `value` added to each component.
#[inline]
pub fn add_s(&self, value: T) -> Vec2<T> {
Vec2::new(*self.i(0) + value,
*self.i(1) + value)
}
/// Returns a new vector with `value` subtracted from each component.
#[inline]
pub fn sub_s(&self, value: T) -> Vec2<T> {
Vec2::new(*self.i(0) - value,
*self.i(1) - value)
}
/// Returns the scalar multiplication of the vector with `value`.
#[inline]
pub fn mul_s(&self, value: T) -> Vec2<T> {
Vec2::new(*self.i(0) * value,
*self.i(1) * value)
}
/// Returns a new vector with each component divided by `value`.
#[inline]
pub fn div_s(&self, value: T) -> Vec2<T> {
Vec2::new(*self.i(0) / value,
*self.i(1) / value)
}
/// Returns the remainder of each component divided by `value`.
#[inline]
pub fn rem_s(&self, value: T) -> Vec2<T> {
Vec2::new(*self.i(0) % value,
*self.i(1) % value)
}
/// Returns the sum of the two vectors.
#[inline]
pub fn add_v(&self, other: &Vec2<T>) -> Vec2<T> {
Vec2::new(*self.i(0) + *other.i(0),
*self.i(1) + *other.i(1))
}
/// Ruturns the result of subtrating `other` from the vector.
#[inline]
pub fn sub_v(&self, other: &Vec2<T>) -> Vec2<T> {
Vec2::new(*self.i(0) - *other.i(0),
*self.i(1) - *other.i(1))
}
/// Returns the component-wise product of the vector and `other`.
#[inline]
pub fn mul_v(&self, other: &Vec2<T>) -> Vec2<T> {
Vec2::new(*self.i(0) * *other.i(0),
*self.i(1) * *other.i(1))
}
/// Returns the component-wise quotient of the vectors.
#[inline]
pub fn div_v(&self, other: &Vec2<T>) -> Vec2<T> {
Vec2::new(*self.i(0) / *other.i(0),
*self.i(1) / *other.i(1))
}
/// Returns the component-wise remainder of the vector divided by `other`.
#[inline]
pub fn rem_v(&self, other: &Vec2<T>) -> Vec2<T> {
Vec2::new(*self.i(0) % *other.i(0),
*self.i(1) % *other.i(1))
}
/// Negates each component of the vector.
#[inline]
pub fn neg_self(&mut self) {
*self.mut_i(0) = -*self.i(0);
*self.mut_i(1) = -*self.i(1);
}
/// Adds `value` to each component of the vector.
#[inline]
pub fn add_self_s(&mut self, value: T) {
*self.mut_i(0) = *self.i(0) + value;
*self.mut_i(1) = *self.i(1) + value;
}
/// Subtracts `value` from each component of the vector.
#[inline]
pub fn sub_self_s(&mut self, value: T) {
*self.mut_i(0) = *self.i(0) - value;
*self.mut_i(1) = *self.i(1) - value;
}
#[inline]
pub fn mul_self_s(&mut self, value: T) {
*self.mut_i(0) = *self.i(0) * value;
*self.mut_i(1) = *self.i(1) * value;
}
#[inline]
pub fn div_self_s(&mut self, value: T) {
*self.mut_i(0) = *self.i(0) / value;
*self.mut_i(1) = *self.i(1) / value;
}
#[inline]
pub fn rem_self_s(&mut self, value: T) {
*self.mut_i(0) = *self.i(0) % value;
*self.mut_i(1) = *self.i(1) % value;
}
#[inline]
pub fn add_self_v(&mut self, other: &Vec2<T>) {
*self.mut_i(0) = *self.i(0) + *other.i(0);
*self.mut_i(1) = *self.i(1) + *other.i(1);
}
#[inline]
pub fn sub_self_v(&mut self, other: &Vec2<T>) {
*self.mut_i(0) = *self.i(0) - *other.i(0);
*self.mut_i(1) = *self.i(1) - *other.i(1);
}
#[inline]
pub fn mul_self_v(&mut self, other: &Vec2<T>) {
*self.mut_i(0) = *self.i(0) * *other.i(0);
*self.mut_i(1) = *self.i(1) * *other.i(1);
}
#[inline]
pub fn div_self_v(&mut self, other: &Vec2<T>) {
*self.mut_i(0) = *self.i(0) / *other.i(0);
*self.mut_i(1) = *self.i(1) / *other.i(1);
}
#[inline]
pub fn rem_self_v(&mut self, other: &Vec2<T>) {
*self.mut_i(0) = *self.i(0) % *other.i(0);
*self.mut_i(1) = *self.i(1) % *other.i(1);
}
/// Returns the dot product of the vector and `other`.
#[inline]
pub fn dot(&self, other: &Vec2<T>) -> T {
*self.i(0) * *other.i(0) +
*self.i(1) * *other.i(1)
}
/// Returns the sum of the vector's components.
#[inline]
pub fn comp_add(&self) -> T {
*self.i(0) + *self.i(1)
}
/// Returns the product of the vector's components.
#[inline]
pub fn comp_mul(&self) -> T {
*self.i(0) * *self.i(1)
}
}
impl<T: Clone + Num> Neg<Vec2<T>> for Vec2<T> {
/// Returns the vector with each component negated.
#[inline]
pub fn neg(&self) -> Vec2<T> {
Vec2::new(-*self.i(0),
-*self.i(1))
}
}
impl<T: Clone + Float> FloatVec<T,[T,..2]> for Vec2<T> {
/// Returns the squared magnitude of the vector. This does not perform a
/// square root operation like in the `magnitude` method and can therefore
/// be more efficient for comparing the magnitudes of two vectors.
#[inline]
pub fn magnitude2(&self) -> T {
self.dot(self)
}
/// Returns the magnitude (length) of the vector.
#[inline]
pub fn magnitude(&self) -> T {
self.magnitude2().sqrt()
}
/// Returns the angle between the vector and `other`.
#[inline]
pub fn angle(&self, other: &Vec2<T>) -> T {
self.perp_dot(other).atan2(&self.dot(other))
}
/// Returns the result of normalizing the vector to a magnitude of `1`.
#[inline]
pub fn normalize(&self) -> Vec2<T> {
self.normalize_to(one!(T))
}
/// Returns the result of normalizing the vector to `magnitude`.
#[inline]
pub fn normalize_to(&self, magnitude: T) -> Vec2<T> {
self.mul_s(magnitude / self.magnitude())
}
/// Returns the result of linarly interpolating the magnitude of the vector
/// to the magnitude of `other` by the specified amount.
#[inline]
pub fn lerp(&self, other: &Vec2<T>, amount: T) -> Vec2<T> {
self.add_v(&other.sub_v(self).mul_s(amount))
}
/// Normalises the vector to a magnitude of `1`.
#[inline]
pub fn normalize_self(&mut self) {
let rlen = self.magnitude().recip();
self.mul_self_s(rlen);
}
/// Normalizes the vector to `magnitude`.
#[inline]
pub fn normalize_self_to(&mut self, magnitude: T) {
let n = magnitude / self.magnitude();
self.mul_self_s(n);
}
/// Linearly interpolates the magnitude of the vector to the magnitude of
/// `other` by the specified amount.
pub fn lerp_self(&mut self, other: &Vec2<T>, amount: T) {
let v = other.sub_v(self).mul_s(amount);
self.add_self_v(&v);
}
}
impl<T: Clone + Orderable> OrdVec<T,[T,..2],Vec2<bool>> for Vec2<T> {
#[inline]
pub fn lt_s(&self, value: T) -> Vec2<bool> {
Vec2::new(*self.i(0) < value,
*self.i(1) < value)
}
#[inline]
pub fn le_s(&self, value: T) -> Vec2<bool> {
Vec2::new(*self.i(0) <= value,
*self.i(1) <= value)
}
#[inline]
pub fn ge_s(&self, value: T) -> Vec2<bool> {
Vec2::new(*self.i(0) >= value,
*self.i(1) >= value)
}
#[inline]
pub fn gt_s(&self, value: T) -> Vec2<bool> {
Vec2::new(*self.i(0) > value,
*self.i(1) > value)
}
#[inline]
pub fn lt_v(&self, other: &Vec2<T>) -> Vec2<bool> {
Vec2::new(*self.i(0) < *other.i(0),
*self.i(1) < *other.i(1))
}
#[inline]
pub fn le_v(&self, other: &Vec2<T>) -> Vec2<bool> {
Vec2::new(*self.i(0) <= *other.i(0),
*self.i(1) <= *other.i(1))
}
#[inline]
pub fn ge_v(&self, other: &Vec2<T>) -> Vec2<bool> {
Vec2::new(*self.i(0) >= *other.i(0),
*self.i(1) >= *other.i(1))
}
#[inline]
pub fn gt_v(&self, other: &Vec2<T>) -> Vec2<bool> {
Vec2::new(*self.i(0) > *other.i(0),
*self.i(1) > *other.i(1))
}
#[inline]
pub fn min_s(&self, value: T) -> Vec2<T> {
Vec2::new(self.i(0).min(&value),
self.i(1).min(&value))
}
#[inline]
pub fn max_s(&self, value: T) -> Vec2<T> {
Vec2::new(self.i(0).max(&value),
self.i(1).max(&value))
}
#[inline]
pub fn clamp_s(&self, mn: T, mx: T) -> Vec2<T> {
Vec2::new(self.i(0).clamp(&mn, &mx),
self.i(1).clamp(&mn, &mx))
}
#[inline]
pub fn min_v(&self, other: &Vec2<T>) -> Vec2<T> {
Vec2::new(self.i(0).min(other.i(0)),
self.i(1).min(other.i(1)))
}
#[inline]
pub fn max_v(&self, other: &Vec2<T>) -> Vec2<T> {
Vec2::new(self.i(0).max(other.i(0)),
self.i(1).max(other.i(1)))
}
#[inline]
pub fn clamp_v(&self, mn: &Vec2<T>, mx: &Vec2<T>) -> Vec2<T> {
Vec2::new(self.i(0).clamp(mn.i(0), mx.i(0)),
self.i(1).clamp(mn.i(1), mx.i(1)))
}
/// Returns the smallest component of the vector.
#[inline]
pub fn comp_min(&self) -> T {
self.i(0).min(self.i(1))
}
/// Returns the largest component of the vector.
#[inline]
pub fn comp_max(&self) -> T {
self.i(0).max(self.i(1))
}
}
impl<T:Eq> EqVec<T,[T,..2],Vec2<bool>> for Vec2<T> {
#[inline]
pub fn eq_s(&self, value: T) -> Vec2<bool> {
Vec2::new(*self.i(0) == value,
*self.i(1) == value)
}
#[inline]
pub fn ne_s(&self, value: T) -> Vec2<bool> {
Vec2::new(*self.i(0) != value,
*self.i(1) != value)
}
#[inline]
pub fn eq_v(&self, other: &Vec2<T>) -> Vec2<bool> {
Vec2::new(*self.i(0) == *other.i(0),
*self.i(1) == *other.i(1))
}
#[inline]
pub fn ne_v(&self, other: &Vec2<T>) -> Vec2<bool> {
Vec2::new(*self.i(0) != *other.i(0),
*self.i(1) != *other.i(1))
}
}
impl BoolVec<[bool,..2]> for Vec2<bool> {
/// Returns `true` if any of the components of the vector are equal to
/// `true`, otherwise `false`.
#[inline]
pub fn any(&self) -> bool {
*self.i(0) || *self.i(1)
}
/// Returns `true` if _all_ of the components of the vector are equal to
/// `true`, otherwise `false`.
#[inline]
pub fn all(&self) -> bool {
*self.i(0) && *self.i(1)
}
}
impl<T:Not<T>> Not<Vec2<T>> for Vec2<T> {
pub fn not(&self) -> Vec2<T> {
Vec2::new(!*self.i(0),
!*self.i(1))
}
}
#[cfg(test)]
mod vec2_tests {
use math::vec::*;
static A: Vec2<float> = Vec2 { x: 1.0, y: 2.0 };
static B: Vec2<float> = Vec2 { x: 3.0, y: 4.0 };
static F1: float = 1.5;
static F2: float = 0.5;
#[test]
fn test_swap() {
let mut mut_a = A;
mut_a.swap(0, 1);
assert_eq!(*mut_a.i(0), *A.i(1));
assert_eq!(*mut_a.i(1), *A.i(0));
}
#[test]
fn test_num() {
let mut mut_a = A;
assert_eq!(-A, Vec2::new::<float>(-1.0, -2.0));
assert_eq!(A.neg(), Vec2::new::<float>(-1.0, -2.0));
assert_eq!(A.mul_s(F1), Vec2::new::<float>(1.5, 3.0));
assert_eq!(A.div_s(F2), Vec2::new::<float>(2.0, 4.0));
assert_eq!(A.add_v(&B), Vec2::new::<float>(4.0, 6.0));
assert_eq!(A.sub_v(&B), Vec2::new::<float>(-2.0, -2.0));
assert_eq!(A.mul_v(&B), Vec2::new::<float>(3.0, 8.0));
assert_eq!(A.div_v(&B), Vec2::new::<float>(1.0/3.0, 2.0/4.0));
mut_a.neg_self();
assert_eq!(mut_a, -A);
mut_a = A;
mut_a.mul_self_s(F1);
assert_eq!(mut_a, A.mul_s(F1));
mut_a = A;
mut_a.div_self_s(F2);
assert_eq!(mut_a, A.div_s(F2));
mut_a = A;
mut_a.add_self_v(&B);
assert_eq!(mut_a, A.add_v(&B));
mut_a = A;
mut_a.sub_self_v(&B);
assert_eq!(mut_a, A.sub_v(&B));
mut_a = A;
mut_a.mul_self_v(&B);
assert_eq!(mut_a, A.mul_v(&B));
mut_a = A;
mut_a.div_self_v(&B);
assert_eq!(mut_a, A.div_v(&B));
}
#[test]
fn test_comp_add() {
assert_eq!(A.comp_add(), 3.0);
assert_eq!(B.comp_add(), 7.0);
}
#[test]
fn test_comp_mul() {
assert_eq!(A.comp_mul(), 2.0);
assert_eq!(B.comp_mul(), 12.0);
}
#[test]
fn test_approx_eq() {
assert!(!Vec2::new::<float>(0.000001, 0.000001).approx_eq(&Vec2::new::<float>(0.0, 0.0)));
assert!(Vec2::new::<float>(0.0000001, 0.0000001).approx_eq(&Vec2::new::<float>(0.0, 0.0)));
}
#[test]
fn test_magnitude() {
let a = Vec2::new(5.0, 12.0); // (5, 12, 13) Pythagorean triple
let b = Vec2::new(3.0, 4.0); // (3, 4, 5) Pythagorean triple
assert_eq!(a.magnitude(), 13.0);
assert_eq!(a.magnitude2(), 13.0 * 13.0);
assert_eq!(b.magnitude(), 5.0);
assert_eq!(b.magnitude2(), 5.0 * 5.0);
}
#[test]
fn test_angle() {
assert!(Vec2::new::<float>(1.0, 0.0).angle(&Vec2::new::<float>(0.0, 1.0)).approx_eq(&Real::frac_pi_2()));
assert!(Vec2::new::<float>(10.0, 0.0).angle(&Vec2::new::<float>(0.0, 5.0)).approx_eq(&Real::frac_pi_2()));
assert!(Vec2::new::<float>(-1.0, 0.0).angle(&Vec2::new::<float>(0.0, 1.0)).approx_eq(&-Real::frac_pi_2::<float>()));
}
#[test]
fn test_normalize() {
assert!(Vec2::new::<float>(3.0, 4.0).normalize().approx_eq(&Vec2::new::<float>(3.0/5.0, 4.0/5.0)));
// TODO: test normalize_to, normalize_self, and normalize_self_to
}
#[test]
fn test_lerp() {
let c = Vec2::new::<float>(-2.0, -1.0);
let d = Vec2::new::<float>( 1.0, 0.0);
assert_eq!(c.lerp(&d, 0.75), Vec2::new::<float>(0.250, -0.250));
let mut mut_c = c;
mut_c.lerp_self(&d, 0.75);
assert_eq!(mut_c, c.lerp(&d, 0.75));
}
#[test]
fn test_comp_min() {
assert_eq!(A.comp_min(), 1.0);
assert_eq!(B.comp_min(), 3.0);
}
#[test]
fn test_comp_max() {
assert_eq!(A.comp_max(), 2.0);
assert_eq!(B.comp_max(), 4.0);
}
#[test]
fn test_boolean() {
let tf = Vec2::new(true, false);
let ff = Vec2::new(false, false);
let tt = Vec2::new(true, true);
assert_eq!(tf.any(), true);
assert_eq!(tf.all(), false);
assert_eq!(!tf, Vec2::new(false, true));
assert_eq!(ff.any(), false);
assert_eq!(ff.all(), false);
assert_eq!(!ff, Vec2::new(true, true));
assert_eq!(tt.any(), true);
assert_eq!(tt.all(), true);
assert_eq!(!tt, Vec2::new(false, false));
}
}
#[deriving(Clone, Eq)]
pub struct Vec3<T> { x: T, y: T, z: T }
// GLSL-style type aliases
pub type vec3 = Vec3<f32>;
pub type dvec3 = Vec3<f64>;
pub type bvec3 = Vec3<bool>;
pub type ivec3 = Vec3<i32>;
pub type uvec3 = Vec3<u32>;
// Rust-style type aliases
pub type Vec3f = Vec3<float>;
pub type Vec3f32 = Vec3<f32>;
pub type Vec3f64 = Vec3<f64>;
pub type Vec3i = Vec3<int>;
pub type Vec3i8 = Vec3<i8>;
pub type Vec3i16 = Vec3<i16>;
pub type Vec3i32 = Vec3<i32>;
pub type Vec3i64 = Vec3<i64>;
pub type Vec3u = Vec3<uint>;
pub type Vec3u8 = Vec3<u8>;
pub type Vec3u16 = Vec3<u16>;
pub type Vec3u32 = Vec3<u32>;
pub type Vec3u64 = Vec3<u64>;
pub type Vec3b = Vec3<bool>;
pub trait ToVec3<T> {
pub fn to_vec3(&self) -> Vec3<T>;
}
pub trait AsVec3<T> {
pub fn as_vec3<'a>(&'a self) -> &'a Vec3<T>;
pub fn as_mut_vec3<'a>(&'a mut self) -> &'a mut Vec3<T>;
pub fn with_vec3<'a>(&'a self, f: &fn(&'a Vec3<T>) -> Vec3<T>) -> Self;
}
impl_dimensioned!(Vec3, T, 3)
impl_swap_components!(Vec3)
impl_approx!(Vec3 { x, y, z })
impl<T> Vec3<T> {
/// Construct a new vector from the supplied components.
#[inline]
pub fn new(x: T, y: T, z: T) -> Vec3<T> {
Vec3 { x: x, y: y, z: z }
}
}
impl<T:Clone> Vec3<T> {
/// Construct a new vector with each component set to `value`.
#[inline]
pub fn from_value(value: T) -> Vec3<T> {
Vec3::new(value.clone(),
value.clone(),
value.clone())
}
}
impl<T:Clone + Num> ToVec4<T> for Vec3<T> {
/// Converts the vector to a four-dimensional homogeneous vector:
/// `[x, y, z] -> [x, y, z, 0]`
pub fn to_vec4(&self) -> Vec4<T> {
Vec4::new((*self).i(0).clone(),
(*self).i(1).clone(),
(*self).i(2).clone(),
zero!(T))
}
}
/// Constants for three-dimensional vectors.
impl<T:Num> Vec3<T> {
/// Returns a three-dimensional vector with each component set to `1`.
#[inline]
pub fn identity() -> Vec3<T> {
Vec3::new(one!(T), one!(T), one!(T))
}
/// Returns a three-dimensional vector with each component set to `0`.
#[inline]
pub fn zero() -> Vec3<T> {
Vec3::new(zero!(T), zero!(T), zero!(T))
}
/// Returns a zeroed three-dimensional vector with the `x` component set to `1`.
#[inline]
pub fn unit_x() -> Vec3<T> {
Vec3::new(one!(T), zero!(T), zero!(T))
}
/// Returns a zeroed three-dimensional vector with the `y` component set to `1`.
#[inline]
pub fn unit_y() -> Vec3<T> {
Vec3::new(zero!(T), one!(T), zero!(T))
}
/// Returns a zeroed three-dimensional vector with the `z` component set to `1`.
#[inline]
pub fn unit_z() -> Vec3<T> {
Vec3::new(zero!(T), zero!(T), one!(T))
}
}
/// Numeric operations specific to three-dimensional vectors.
impl<T:Num> Vec3<T> {
/// Returns the cross product of the vector and `other`.
#[inline]
pub fn cross(&self, other: &Vec3<T>) -> Vec3<T> {
Vec3::new((*self.i(1) * *other.i(2)) - (*self.i(2) * *other.i(1)),
(*self.i(2) * *other.i(0)) - (*self.i(0) * *other.i(2)),
(*self.i(0) * *other.i(1)) - (*self.i(1) * *other.i(0)))
}
/// Calculates the cross product of the vector and `other`, then stores the
/// result in `self`.
#[inline]
pub fn cross_self(&mut self, other: &Vec3<T>) {
*self = self.cross(other)
}
}
impl<T: Clone> Vec<T,[T,..3]> for Vec3<T> {}
impl<T: Clone + Num> NumVec<T,[T,..3]> for Vec3<T> {
/// Returns a new vector with `value` added to each component.
#[inline]
pub fn add_s(&self, value: T) -> Vec3<T> {
Vec3::new(*self.i(0) + value,
*self.i(1) + value,
*self.i(2) + value)
}
/// Returns a new vector with `value` subtracted from each component.
#[inline]
pub fn sub_s(&self, value: T) -> Vec3<T> {
Vec3::new(*self.i(0) - value,
*self.i(1) - value,
*self.i(2) - value)
}
/// Returns the scalar multiplication of the vector with `value`.
#[inline]
pub fn mul_s(&self, value: T) -> Vec3<T> {
Vec3::new(*self.i(0) * value,
*self.i(1) * value,
*self.i(2) * value)
}
/// Returns a new vector with each component divided by `value`.
#[inline]
pub fn div_s(&self, value: T) -> Vec3<T> {
Vec3::new(*self.i(0) / value,
*self.i(1) / value,
*self.i(2) / value)
}
/// Returns the remainder of each component divided by `value`.
#[inline]
pub fn rem_s(&self, value: T) -> Vec3<T> {
Vec3::new(*self.i(0) % value,
*self.i(1) % value,
*self.i(2) % value)
}
/// Returns the sum of the two vectors.
#[inline]
pub fn add_v(&self, other: &Vec3<T>) -> Vec3<T> {
Vec3::new(*self.i(0) + *other.i(0),
*self.i(1) + *other.i(1),
*self.i(2) + *other.i(2))
}
/// Ruturns the result of subtrating `other` from the vector.
#[inline]
pub fn sub_v(&self, other: &Vec3<T>) -> Vec3<T> {
Vec3::new(*self.i(0) - *other.i(0),
*self.i(1) - *other.i(1),
*self.i(2) - *other.i(2))
}
/// Returns the component-wise product of the vector and `other`.
#[inline]
pub fn mul_v(&self, other: &Vec3<T>) -> Vec3<T> {
Vec3::new(*self.i(0) * *other.i(0),
*self.i(1) * *other.i(1),
*self.i(2) * *other.i(2))
}
/// Returns the component-wise quotient of the vectors.
#[inline]
pub fn div_v(&self, other: &Vec3<T>) -> Vec3<T> {
Vec3::new(*self.i(0) / *other.i(0),
*self.i(1) / *other.i(1),
*self.i(2) / *other.i(2))
}
/// Returns the component-wise remainder of the vector divided by `other`.
#[inline]
pub fn rem_v(&self, other: &Vec3<T>) -> Vec3<T> {
Vec3::new(*self.i(0) % *other.i(0),
*self.i(1) % *other.i(1),
*self.i(2) % *other.i(2))
}
/// Negates each component of the vector.
#[inline]
pub fn neg_self(&mut self) {
*self.mut_i(0) = -*self.i(0);
*self.mut_i(1) = -*self.i(1);
*self.mut_i(2) = -*self.i(2);
}
/// Adds `value` to each component of the vector.
#[inline]
pub fn add_self_s(&mut self, value: T) {
*self.mut_i(0) = *self.i(0) + value;
*self.mut_i(1) = *self.i(1) + value;
*self.mut_i(2) = *self.i(2) + value;
}
/// Subtracts `value` from each component of the vector.
#[inline]
pub fn sub_self_s(&mut self, value: T) {
*self.mut_i(0) = *self.i(0) - value;
*self.mut_i(1) = *self.i(1) - value;
*self.mut_i(2) = *self.i(2) - value;
}
#[inline]
pub fn mul_self_s(&mut self, value: T) {
*self.mut_i(0) = *self.i(0) * value;
*self.mut_i(1) = *self.i(1) * value;
*self.mut_i(2) = *self.i(2) * value;
}
#[inline]
pub fn div_self_s(&mut self, value: T) {
*self.mut_i(0) = *self.i(0) / value;
*self.mut_i(1) = *self.i(1) / value;
*self.mut_i(2) = *self.i(2) / value;
}
#[inline]
pub fn rem_self_s(&mut self, value: T) {
*self.mut_i(0) = *self.i(0) % value;
*self.mut_i(1) = *self.i(1) % value;
*self.mut_i(2) = *self.i(2) % value;
}
#[inline]
pub fn add_self_v(&mut self, other: &Vec3<T>) {
*self.mut_i(0) = *self.i(0) + *other.i(0);
*self.mut_i(1) = *self.i(1) + *other.i(1);
*self.mut_i(2) = *self.i(2) + *other.i(2);
}
#[inline]
pub fn sub_self_v(&mut self, other: &Vec3<T>) {
*self.mut_i(0) = *self.i(0) - *other.i(0);
*self.mut_i(1) = *self.i(1) - *other.i(1);
*self.mut_i(2) = *self.i(2) - *other.i(2);
}
#[inline]
pub fn mul_self_v(&mut self, other: &Vec3<T>) {
*self.mut_i(0) = *self.i(0) * *other.i(0);
*self.mut_i(1) = *self.i(1) * *other.i(1);
*self.mut_i(2) = *self.i(2) * *other.i(2);
}
#[inline]
pub fn div_self_v(&mut self, other: &Vec3<T>) {
*self.mut_i(0) = *self.i(0) / *other.i(0);
*self.mut_i(1) = *self.i(1) / *other.i(1);
*self.mut_i(2) = *self.i(2) / *other.i(2);
}
#[inline]
pub fn rem_self_v(&mut self, other: &Vec3<T>) {
*self.mut_i(0) = *self.i(0) % *other.i(0);
*self.mut_i(1) = *self.i(1) % *other.i(1);
*self.mut_i(2) = *self.i(2) % *other.i(2);
}
/// Returns the dot product of the vector and `other`.
#[inline]
pub fn dot(&self, other: &Vec3<T>) -> T {
*self.i(0) * *other.i(0) +
*self.i(1) * *other.i(1) +
*self.i(2) * *other.i(2)
}
/// Returns the sum of the vector's components.
#[inline]
pub fn comp_add(&self) -> T {
*self.i(0) + *self.i(1) + *self.i(2)
}
/// Returns the product of the vector's components.
#[inline]
pub fn comp_mul(&self) -> T {
*self.i(0) * *self.i(1) * *self.i(2)
}
}
impl<T: Clone + Num> Neg<Vec3<T>> for Vec3<T> {
/// Returns the vector with each component negated.
#[inline]
pub fn neg(&self) -> Vec3<T> {
Vec3::new(-*self.i(0),
-*self.i(1),
-*self.i(2))
}
}
impl<T: Clone + Float> FloatVec<T,[T,..3]> for Vec3<T> {
/// Returns the squared magnitude of the vector. This does not perform a
/// square root operation like in the `magnitude` method and can therefore
/// be more efficient for comparing the magnitudes of two vectors.
#[inline]
pub fn magnitude2(&self) -> T {
self.dot(self)
}
/// Returns the magnitude (length) of the vector.
#[inline]
pub fn magnitude(&self) -> T {
self.magnitude2().sqrt()
}
/// Returns the angle between the vector and `other`.
#[inline]
pub fn angle(&self, other: &Vec3<T>) -> T {
self.cross(other).magnitude().atan2(&self.dot(other))
}
/// Returns the result of normalizing the vector to a magnitude of `1`.
#[inline]
pub fn normalize(&self) -> Vec3<T> {
self.normalize_to(one!(T))
}
/// Returns the result of normalizing the vector to `magnitude`.
#[inline]
pub fn normalize_to(&self, magnitude: T) -> Vec3<T> {
self.mul_s(magnitude / self.magnitude())
}
/// Returns the result of linarly interpolating the magnitude of the vector
/// to the magnitude of `other` by the specified amount.
#[inline]
pub fn lerp(&self, other: &Vec3<T>, amount: T) -> Vec3<T> {
self.add_v(&other.sub_v(self).mul_s(amount))
}
/// Normalises the vector to a magnitude of `1`.
#[inline]
pub fn normalize_self(&mut self) {
let rlen = self.magnitude().recip();
self.mul_self_s(rlen);
}
/// Normalizes the vector to `magnitude`.
#[inline]
pub fn normalize_self_to(&mut self, magnitude: T) {
let n = magnitude / self.magnitude();
self.mul_self_s(n);
}
/// Linearly interpolates the magnitude of the vector to the magnitude of
/// `other` by the specified amount.
pub fn lerp_self(&mut self, other: &Vec3<T>, amount: T) {
let v = other.sub_v(self).mul_s(amount);
self.add_self_v(&v);
}
}
impl<T: Clone + Orderable> OrdVec<T,[T,..3],Vec3<bool>> for Vec3<T> {
#[inline]
pub fn lt_s(&self, value: T) -> Vec3<bool> {
Vec3::new(*self.i(0) < value,
*self.i(1) < value,
*self.i(2) < value)
}
#[inline]
pub fn le_s(&self, value: T) -> Vec3<bool> {
Vec3::new(*self.i(0) <= value,
*self.i(1) <= value,
*self.i(2) <= value)
}
#[inline]
pub fn ge_s(&self, value: T) -> Vec3<bool> {
Vec3::new(*self.i(0) >= value,
*self.i(1) >= value,
*self.i(2) >= value)
}
#[inline]
pub fn gt_s(&self, value: T) -> Vec3<bool> {
Vec3::new(*self.i(0) > value,
*self.i(1) > value,
*self.i(2) > value)
}
#[inline]
pub fn lt_v(&self, other: &Vec3<T>) -> Vec3<bool> {
Vec3::new(*self.i(0) < *other.i(0),
*self.i(1) < *other.i(1),
*self.i(2) < *other.i(2))
}
#[inline]
pub fn le_v(&self, other: &Vec3<T>) -> Vec3<bool> {
Vec3::new(*self.i(0) <= *other.i(0),
*self.i(1) <= *other.i(1),
*self.i(2) <= *other.i(2))
}
#[inline]
pub fn ge_v(&self, other: &Vec3<T>) -> Vec3<bool> {
Vec3::new(*self.i(0) >= *other.i(0),
*self.i(1) >= *other.i(1),
*self.i(2) >= *other.i(2))
}
#[inline]
pub fn gt_v(&self, other: &Vec3<T>) -> Vec3<bool> {
Vec3::new(*self.i(0) > *other.i(0),
*self.i(1) > *other.i(1),
*self.i(2) > *other.i(2))
}
#[inline]
pub fn min_s(&self, value: T) -> Vec3<T> {
Vec3::new(self.i(0).min(&value),
self.i(1).min(&value),
self.i(2).min(&value))
}
#[inline]
pub fn max_s(&self, value: T) -> Vec3<T> {
Vec3::new(self.i(0).max(&value),
self.i(1).max(&value),
self.i(2).max(&value))
}
#[inline]
pub fn clamp_s(&self, mn: T, mx: T) -> Vec3<T> {
Vec3::new(self.i(0).clamp(&mn, &mx),
self.i(1).clamp(&mn, &mx),
self.i(2).clamp(&mn, &mx))
}
#[inline]
pub fn min_v(&self, other: &Vec3<T>) -> Vec3<T> {
Vec3::new(self.i(0).min(other.i(0)),
self.i(1).min(other.i(1)),
self.i(2).min(other.i(2)))
}
#[inline]
pub fn max_v(&self, other: &Vec3<T>) -> Vec3<T> {
Vec3::new(self.i(0).max(other.i(0)),
self.i(1).max(other.i(1)),
self.i(2).max(other.i(2)))
}
#[inline]
pub fn clamp_v(&self, mn: &Vec3<T>, mx: &Vec3<T>) -> Vec3<T> {
Vec3::new(self.i(0).clamp(mn.i(0), mx.i(0)),
self.i(1).clamp(mn.i(1), mx.i(1)),
self.i(2).clamp(mn.i(2), mx.i(2)))
}
/// Returns the smallest component of the vector.
#[inline]
pub fn comp_min(&self) -> T {
self.i(0).min(self.i(1)).min(self.i(2))
}
/// Returns the largest component of the vector.
#[inline]
pub fn comp_max(&self) -> T {
self.i(0).max(self.i(1)).max(self.i(2))
}
}
impl<T:Eq> EqVec<T,[T,..3],Vec3<bool>> for Vec3<T> {
#[inline]
pub fn eq_s(&self, value: T) -> Vec3<bool> {
Vec3::new(*self.i(0) == value,
*self.i(1) == value,
*self.i(2) == value)
}
#[inline]
pub fn ne_s(&self, value: T) -> Vec3<bool> {
Vec3::new(*self.i(0) != value,
*self.i(1) != value,
*self.i(2) != value)
}
#[inline]
pub fn eq_v(&self, other: &Vec3<T>) -> Vec3<bool> {
Vec3::new(*self.i(0) == *other.i(0),
*self.i(1) == *other.i(1),
*self.i(2) == *other.i(2))
}
#[inline]
pub fn ne_v(&self, other: &Vec3<T>) -> Vec3<bool> {
Vec3::new(*self.i(0) != *other.i(0),
*self.i(1) != *other.i(1),
*self.i(2) != *other.i(2))
}
}
impl BoolVec<[bool,..3]> for Vec3<bool> {
/// Returns `true` if any of the components of the vector are equal to
/// `true`, otherwise `false`.
#[inline]
pub fn any(&self) -> bool {
*self.i(0) || *self.i(1) || *self.i(2)
}
/// Returns `true` if _all_ of the components of the vector are equal to
/// `true`, otherwise `false`.
#[inline]
pub fn all(&self) -> bool {
*self.i(0) && *self.i(1) && *self.i(2)
}
}
impl<T:Not<T>> Not<Vec3<T>> for Vec3<T> {
pub fn not(&self) -> Vec3<T> {
Vec3::new(!*self.i(0),
!*self.i(1),
!*self.i(2))
}
}
#[cfg(test)]
mod vec3_tests{
use math::vec::*;
static A: Vec3<float> = Vec3 { x: 1.0, y: 2.0, z: 3.0 };
static B: Vec3<float> = Vec3 { x: 4.0, y: 5.0, z: 6.0 };
static F1: float = 1.5;
static F2: float = 0.5;
#[test]
fn test_swap() {
let mut mut_a = A;
mut_a.swap(0, 2);
assert_eq!(*mut_a.i(0), *A.i(2));
assert_eq!(*mut_a.i(2), *A.i(0));
mut_a = A;
mut_a.swap(1, 2);
assert_eq!(*mut_a.i(1), *A.i(2));
assert_eq!(*mut_a.i(2), *A.i(1));
}
#[test]
fn test_cross() {
let mut mut_a = A;
assert_eq!(A.cross(&B), Vec3::new::<float>(-3.0, 6.0, -3.0));
mut_a.cross_self(&B);
assert_eq!(mut_a, A.cross(&B));
}
#[test]
fn test_num() {
let mut mut_a = A;
assert_eq!(-A, Vec3::new::<float>(-1.0, -2.0, -3.0));
assert_eq!(A.neg(), Vec3::new::<float>(-1.0, -2.0, -3.0));
assert_eq!(A.mul_s(F1), Vec3::new::<float>(1.5, 3.0, 4.5));
assert_eq!(A.div_s(F2), Vec3::new::<float>(2.0, 4.0, 6.0));
assert_eq!(A.add_v(&B), Vec3::new::<float>(5.0, 7.0, 9.0));
assert_eq!(A.sub_v(&B), Vec3::new::<float>(-3.0, -3.0, -3.0));
assert_eq!(A.mul_v(&B), Vec3::new::<float>(4.0, 10.0, 18.0));
assert_eq!(A.div_v(&B), Vec3::new::<float>(1.0/4.0, 2.0/5.0, 3.0/6.0));
mut_a.neg_self();
assert_eq!(mut_a, -A);
mut_a = A;
mut_a.mul_self_s(F1);
assert_eq!(mut_a, A.mul_s(F1));
mut_a = A;
mut_a.div_self_s(F2);
assert_eq!(mut_a, A.div_s(F2));
mut_a = A;
mut_a.add_self_v(&B);
assert_eq!(mut_a, A.add_v(&B));
mut_a = A;
mut_a.sub_self_v(&B);
assert_eq!(mut_a, A.sub_v(&B));
mut_a = A;
mut_a.mul_self_v(&B);
assert_eq!(mut_a, A.mul_v(&B));
mut_a = A;
mut_a.div_self_v(&B);
assert_eq!(mut_a, A.div_v(&B));
}
#[test]
fn test_comp_add() {
assert_eq!(A.comp_add(), 6.0);
assert_eq!(B.comp_add(), 15.0);
}
#[test]
fn test_comp_mul() {
assert_eq!(A.comp_mul(), 6.0);
assert_eq!(B.comp_mul(), 120.0);
}
#[test]
fn test_approx_eq() {
assert!(!Vec3::new::<float>(0.000001, 0.000001, 0.000001).approx_eq(&Vec3::new::<float>(0.0, 0.0, 0.0)));
assert!(Vec3::new::<float>(0.0000001, 0.0000001, 0.0000001).approx_eq(&Vec3::new::<float>(0.0, 0.0, 0.0)));
}
#[test]
fn test_magnitude() {
let a = Vec3::new(2.0, 3.0, 6.0); // (2, 3, 6, 7) Pythagorean quadruple
let b = Vec3::new(1.0, 4.0, 8.0); // (1, 4, 8, 9) Pythagorean quadruple
assert_eq!(a.magnitude(), 7.0);
assert_eq!(a.magnitude2(), 7.0 * 7.0);
assert_eq!(b.magnitude(), 9.0);
assert_eq!(b.magnitude2(), 9.0 * 9.0);
}
#[test]
fn test_angle() {
assert!(Vec3::new::<float>(1.0, 0.0, 1.0).angle(&Vec3::new::<float>(1.0, 1.0, 0.0)).approx_eq(&Real::frac_pi_3()));
assert!(Vec3::new::<float>(10.0, 0.0, 10.0).angle(&Vec3::new::<float>(5.0, 5.0, 0.0)).approx_eq(&Real::frac_pi_3()));
assert!(Vec3::new::<float>(-1.0, 0.0, -1.0).angle(&Vec3::new::<float>(1.0, -1.0, 0.0)).approx_eq(&(2.0 * Real::frac_pi_3())));
}
#[test]
fn test_normalize() {
assert!(Vec3::new::<float>(2.0, 3.0, 6.0).normalize().approx_eq(&Vec3::new::<float>(2.0/7.0, 3.0/7.0, 6.0/7.0)));
// TODO: test normalize_to, normalize_self, and normalize_self_to
}
#[test]
fn test_lerp() {
let c = Vec3::new::<float>(-2.0, -1.0, 1.0);
let d = Vec3::new::<float>( 1.0, 0.0, 0.5);
assert_eq!(c.lerp(&d, 0.75), Vec3::new::<float>(0.250, -0.250, 0.625));
let mut mut_c = c;
mut_c.lerp_self(&d, 0.75);
assert_eq!(mut_c, c.lerp(&d, 0.75));
}
#[test]
fn test_comp_min() {
assert_eq!(A.comp_min(), 1.0);
assert_eq!(B.comp_min(), 4.0);
}
#[test]
fn test_comp_max() {
assert_eq!(A.comp_max(), 3.0);
assert_eq!(B.comp_max(), 6.0);
}
#[test]
fn test_boolean() {
let tft = Vec3::new(true, false, true);
let fff = Vec3::new(false, false, false);
let ttt = Vec3::new(true, true, true);
assert_eq!(tft.any(), true);
assert_eq!(tft.all(), false);
assert_eq!(!tft, Vec3::new(false, true, false));
assert_eq!(fff.any(), false);
assert_eq!(fff.all(), false);
assert_eq!(!fff, Vec3::new(true, true, true));
assert_eq!(ttt.any(), true);
assert_eq!(ttt.all(), true);
assert_eq!(!ttt, Vec3::new(false, false, false));
}
}
#[deriving(Clone, Eq)]
pub struct Vec4<T> { x: T, y: T, z: T, w: T }
// GLSL-style type aliases
pub type vec4 = Vec4<f32>;
pub type dvec4 = Vec4<f64>;
pub type bvec4 = Vec4<bool>;
pub type ivec4 = Vec4<i32>;
pub type uvec4 = Vec4<u32>;
// Rust-style type aliases
pub type Vec4f = Vec4<float>;
pub type Vec4f32 = Vec4<f32>;
pub type Vec4f64 = Vec4<f64>;
pub type Vec4i = Vec4<int>;
pub type Vec4i8 = Vec4<i8>;
pub type Vec4i16 = Vec4<i16>;
pub type Vec4i32 = Vec4<i32>;
pub type Vec4i64 = Vec4<i64>;
pub type Vec4u = Vec4<uint>;
pub type Vec4u8 = Vec4<u8>;
pub type Vec4u16 = Vec4<u16>;
pub type Vec4u32 = Vec4<u32>;
pub type Vec4u64 = Vec4<u64>;
pub type Vec4b = Vec4<bool>;
pub trait ToVec4<T> {
pub fn to_vec4(&self) -> Vec4<T>;
}
pub trait AsVec4<T> {
pub fn as_vec4<'a>(&'a self) -> &'a Vec4<T>;
pub fn as_mut_vec4<'a>(&'a mut self) -> &'a mut Vec4<T>;
pub fn with_vec4<'a>(&'a self, f: &fn(&'a Vec4<T>) -> Vec4<T>) -> Self;
}
impl_dimensioned!(Vec4, T, 4)
impl_swap_components!(Vec4)
impl_approx!(Vec4 { x, y, z, w })
impl<T> Vec4<T> {
/// Construct a new vector from the supplied components.
#[inline]
pub fn new(x: T, y: T, z: T, w: T) -> Vec4<T> {
Vec4 { x: x, y: y, z: z, w: w }
}
}
impl<T:Clone> Vec4<T> {
/// Construct a new vector with each component set to `value`.
#[inline]
pub fn from_value(value: T) -> Vec4<T> {
Vec4::new(value.clone(),
value.clone(),
value.clone(),
value.clone())
}
}
/// Constants for four-dimensional vectors.
impl<T:Num> Vec4<T> {
/// Returns a four-dimensional vector with each component set to `1`.
#[inline]
pub fn identity() -> Vec4<T> {
Vec4::new(one!(T), one!(T), one!(T), one!(T))
}
/// Returns a four-dimensional vector with each component set to `0`.
#[inline]
pub fn zero() -> Vec4<T> {
Vec4::new(zero!(T), zero!(T), zero!(T), zero!(T))
}
/// Returns a zeroed four-dimensional vector with the `x` component set to `1`.
#[inline]
pub fn unit_x() -> Vec4<T> {
Vec4::new(one!(T), zero!(T), zero!(T), zero!(T))
}
/// Returns a zeroed four-dimensional vector with the `y` component set to `1`.
#[inline]
pub fn unit_y() -> Vec4<T> {
Vec4::new(zero!(T), one!(T), zero!(T), zero!(T))
}
/// Returns a zeroed four-dimensional vector with the `z` component set to `1`.
#[inline]
pub fn unit_z() -> Vec4<T> {
Vec4::new(zero!(T), zero!(T), one!(T), zero!(T))
}
/// Returns a zeroed four-dimensional vector with the `w` component set to `1`.
#[inline]
pub fn unit_w() -> Vec4<T> {
Vec4::new(zero!(T), zero!(T), zero!(T), one!(T))
}
}
impl<T: Clone> Vec<T,[T,..4]> for Vec4<T> {}
impl<T: Clone + Num> NumVec<T,[T,..4]> for Vec4<T> {
/// Returns a new vector with `value` added to each component.
#[inline]
pub fn add_s(&self, value: T) -> Vec4<T> {
Vec4::new(*self.i(0) + value,
*self.i(1) + value,
*self.i(2) + value,
*self.i(3) + value)
}
/// Returns a new vector with `value` subtracted from each component.
#[inline]
pub fn sub_s(&self, value: T) -> Vec4<T> {
Vec4::new(*self.i(0) - value,
*self.i(1) - value,
*self.i(2) - value,
*self.i(3) - value)
}
/// Returns the scalar multiplication of the vector with `value`.
#[inline]
pub fn mul_s(&self, value: T) -> Vec4<T> {
Vec4::new(*self.i(0) * value,
*self.i(1) * value,
*self.i(2) * value,
*self.i(3) * value)
}
/// Returns a new vector with each component divided by `value`.
#[inline]
pub fn div_s(&self, value: T) -> Vec4<T> {
Vec4::new(*self.i(0) / value,
*self.i(1) / value,
*self.i(2) / value,
*self.i(3) / value)
}
/// Returns the remainder of each component divided by `value`.
#[inline]
pub fn rem_s(&self, value: T) -> Vec4<T> {
Vec4::new(*self.i(0) % value,
*self.i(1) % value,
*self.i(2) % value,
*self.i(3) % value)
}
/// Returns the sum of the two vectors.
#[inline]
pub fn add_v(&self, other: &Vec4<T>) -> Vec4<T> {
Vec4::new(*self.i(0) + *other.i(0),
*self.i(1) + *other.i(1),
*self.i(2) + *other.i(2),
*self.i(3) + *other.i(3))
}
/// Ruturns the result of subtrating `other` from the vector.
#[inline]
pub fn sub_v(&self, other: &Vec4<T>) -> Vec4<T> {
Vec4::new(*self.i(0) - *other.i(0),
*self.i(1) - *other.i(1),
*self.i(2) - *other.i(2),
*self.i(3) - *other.i(3))
}
/// Returns the component-wise product of the vector and `other`.
#[inline]
pub fn mul_v(&self, other: &Vec4<T>) -> Vec4<T> {
Vec4::new(*self.i(0) * *other.i(0),
*self.i(1) * *other.i(1),
*self.i(2) * *other.i(2),
*self.i(3) * *other.i(3))
}
/// Returns the component-wise quotient of the vectors.
#[inline]
pub fn div_v(&self, other: &Vec4<T>) -> Vec4<T> {
Vec4::new(*self.i(0) / *other.i(0),
*self.i(1) / *other.i(1),
*self.i(2) / *other.i(2),
*self.i(3) / *other.i(3))
}
/// Returns the component-wise remainder of the vector divided by `other`.
#[inline]
pub fn rem_v(&self, other: &Vec4<T>) -> Vec4<T> {
Vec4::new(*self.i(0) % *other.i(0),
*self.i(1) % *other.i(1),
*self.i(2) % *other.i(2),
*self.i(3) % *other.i(3))
}
/// Negates each component of the vector.
#[inline]
pub fn neg_self(&mut self) {
*self.mut_i(0) = -*self.i(0);
*self.mut_i(1) = -*self.i(1);
*self.mut_i(2) = -*self.i(2);
*self.mut_i(3) = -*self.i(3);
}
/// Adds `value` to each component of the vector.
#[inline]
pub fn add_self_s(&mut self, value: T) {
*self.mut_i(0) = *self.i(0) + value;
*self.mut_i(1) = *self.i(1) + value;
*self.mut_i(2) = *self.i(2) + value;
*self.mut_i(3) = *self.i(3) + value;
}
/// Subtracts `value` from each component of the vector.
#[inline]
pub fn sub_self_s(&mut self, value: T) {
*self.mut_i(0) = *self.i(0) - value;
*self.mut_i(1) = *self.i(1) - value;
*self.mut_i(2) = *self.i(2) - value;
*self.mut_i(3) = *self.i(3) - value;
}
#[inline]
pub fn mul_self_s(&mut self, value: T) {
*self.mut_i(0) = *self.i(0) * value;
*self.mut_i(1) = *self.i(1) * value;
*self.mut_i(2) = *self.i(2) * value;
*self.mut_i(3) = *self.i(3) * value;
}
#[inline]
pub fn div_self_s(&mut self, value: T) {
*self.mut_i(0) = *self.i(0) / value;
*self.mut_i(1) = *self.i(1) / value;
*self.mut_i(2) = *self.i(2) / value;
*self.mut_i(3) = *self.i(3) / value;
}
#[inline]
pub fn rem_self_s(&mut self, value: T) {
*self.mut_i(0) = *self.i(0) % value;
*self.mut_i(1) = *self.i(1) % value;
*self.mut_i(2) = *self.i(2) % value;
*self.mut_i(3) = *self.i(3) % value;
}
#[inline]
pub fn add_self_v(&mut self, other: &Vec4<T>) {
*self.mut_i(0) = *self.i(0) + *other.i(0);
*self.mut_i(1) = *self.i(1) + *other.i(1);
*self.mut_i(2) = *self.i(2) + *other.i(2);
*self.mut_i(3) = *self.i(3) + *other.i(3);
}
#[inline]
pub fn sub_self_v(&mut self, other: &Vec4<T>) {
*self.mut_i(0) = *self.i(0) - *other.i(0);
*self.mut_i(1) = *self.i(1) - *other.i(1);
*self.mut_i(2) = *self.i(2) - *other.i(2);
*self.mut_i(3) = *self.i(3) - *other.i(3);
}
#[inline]
pub fn mul_self_v(&mut self, other: &Vec4<T>) {
*self.mut_i(0) = *self.i(0) * *other.i(0);
*self.mut_i(1) = *self.i(1) * *other.i(1);
*self.mut_i(2) = *self.i(2) * *other.i(2);
*self.mut_i(3) = *self.i(3) * *other.i(3);
}
#[inline]
pub fn div_self_v(&mut self, other: &Vec4<T>) {
*self.mut_i(0) = *self.i(0) / *other.i(0);
*self.mut_i(1) = *self.i(1) / *other.i(1);
*self.mut_i(2) = *self.i(2) / *other.i(2);
*self.mut_i(3) = *self.i(3) / *other.i(3);
}
#[inline]
pub fn rem_self_v(&mut self, other: &Vec4<T>) {
*self.mut_i(0) = *self.i(0) % *other.i(0);
*self.mut_i(1) = *self.i(1) % *other.i(1);
*self.mut_i(2) = *self.i(2) % *other.i(2);
*self.mut_i(3) = *self.i(3) % *other.i(3);
}
/// Returns the dot product of the vector and `other`.
#[inline]
pub fn dot(&self, other: &Vec4<T>) -> T {
*self.i(0) * *other.i(0) +
*self.i(1) * *other.i(1) +
*self.i(2) * *other.i(2) +
*self.i(3) * *other.i(3)
}
/// Returns the sum of the vector's components.
#[inline]
pub fn comp_add(&self) -> T {
*self.i(0) + *self.i(1) + *self.i(2) + *self.i(3)
}
/// Returns the product of the vector's components.
#[inline]
pub fn comp_mul(&self) -> T {
*self.i(0) * *self.i(1) * *self.i(2) * *self.i(3)
}
}
impl<T: Clone + Num> Neg<Vec4<T>> for Vec4<T> {
/// Returns the vector with each component negated.
#[inline]
pub fn neg(&self) -> Vec4<T> {
Vec4::new(-*self.i(0),
-*self.i(1),
-*self.i(2),
-*self.i(3))
}
}
impl<T: Clone + Float> FloatVec<T,[T,..4]> for Vec4<T> {
/// Returns the squared magnitude of the vector. This does not perform a
/// square root operation like in the `magnitude` method and can therefore
/// be more efficient for comparing the magnitudes of two vectors.
#[inline]
pub fn magnitude2(&self) -> T {
self.dot(self)
}
/// Returns the magnitude (length) of the vector.
#[inline]
pub fn magnitude(&self) -> T {
self.magnitude2().sqrt()
}
/// Returns the angle between the vector and `other`.
#[inline]
pub fn angle(&self, other: &Vec4<T>) -> T {
(self.dot(other) / (self.magnitude() * other.magnitude())).acos()
}
/// Returns the result of normalizing the vector to a magnitude of `1`.
#[inline]
pub fn normalize(&self) -> Vec4<T> {
self.normalize_to(one!(T))
}
/// Returns the result of normalizing the vector to `magnitude`.
#[inline]
pub fn normalize_to(&self, magnitude: T) -> Vec4<T> {
self.mul_s(magnitude / self.magnitude())
}
/// Returns the result of linarly interpolating the magnitude of the vector
/// to the magnitude of `other` by the specified amount.
#[inline]
pub fn lerp(&self, other: &Vec4<T>, amount: T) -> Vec4<T> {
self.add_v(&other.sub_v(self).mul_s(amount))
}
/// Normalises the vector to a magnitude of `1`.
#[inline]
pub fn normalize_self(&mut self) {
let rlen = self.magnitude().recip();
self.mul_self_s(rlen);
}
/// Normalizes the vector to `magnitude`.
#[inline]
pub fn normalize_self_to(&mut self, magnitude: T) {
let n = magnitude / self.magnitude();
self.mul_self_s(n);
}
/// Linearly interpolates the magnitude of the vector to the magnitude of
/// `other` by the specified amount.
pub fn lerp_self(&mut self, other: &Vec4<T>, amount: T) {
let v = other.sub_v(self).mul_s(amount);
self.add_self_v(&v);
}
}
impl<T: Clone + Orderable> OrdVec<T,[T,..4],Vec4<bool>> for Vec4<T> {
#[inline]
pub fn lt_s(&self, value: T) -> Vec4<bool> {
Vec4::new(*self.i(0) < value,
*self.i(1) < value,
*self.i(2) < value,
*self.i(3) < value)
}
#[inline]
pub fn le_s(&self, value: T) -> Vec4<bool> {
Vec4::new(*self.i(0) <= value,
*self.i(1) <= value,
*self.i(2) <= value,
*self.i(3) <= value)
}
#[inline]
pub fn ge_s(&self, value: T) -> Vec4<bool> {
Vec4::new(*self.i(0) >= value,
*self.i(1) >= value,
*self.i(2) >= value,
*self.i(3) >= value)
}
#[inline]
pub fn gt_s(&self, value: T) -> Vec4<bool> {
Vec4::new(*self.i(0) > value,
*self.i(1) > value,
*self.i(2) > value,
*self.i(3) > value)
}
#[inline]
pub fn lt_v(&self, other: &Vec4<T>) -> Vec4<bool> {
Vec4::new(*self.i(0) < *other.i(0),
*self.i(1) < *other.i(1),
*self.i(2) < *other.i(2),
*self.i(3) < *other.i(3))
}
#[inline]
pub fn le_v(&self, other: &Vec4<T>) -> Vec4<bool> {
Vec4::new(*self.i(0) <= *other.i(0),
*self.i(1) <= *other.i(1),
*self.i(2) <= *other.i(2),
*self.i(3) <= *other.i(3))
}
#[inline]
pub fn ge_v(&self, other: &Vec4<T>) -> Vec4<bool> {
Vec4::new(*self.i(0) >= *other.i(0),
*self.i(1) >= *other.i(1),
*self.i(2) >= *other.i(2),
*self.i(3) >= *other.i(3))
}
#[inline]
pub fn gt_v(&self, other: &Vec4<T>) -> Vec4<bool> {
Vec4::new(*self.i(0) > *other.i(0),
*self.i(1) > *other.i(1),
*self.i(2) > *other.i(2),
*self.i(3) > *other.i(3))
}
#[inline]
pub fn min_s(&self, value: T) -> Vec4<T> {
Vec4::new(self.i(0).min(&value),
self.i(1).min(&value),
self.i(2).min(&value),
self.i(3).min(&value))
}
#[inline]
pub fn max_s(&self, value: T) -> Vec4<T> {
Vec4::new(self.i(0).max(&value),
self.i(1).max(&value),
self.i(2).max(&value),
self.i(3).max(&value))
}
#[inline]
pub fn clamp_s(&self, mn: T, mx: T) -> Vec4<T> {
Vec4::new(self.i(0).clamp(&mn, &mx),
self.i(1).clamp(&mn, &mx),
self.i(2).clamp(&mn, &mx),
self.i(3).clamp(&mn, &mx))
}
#[inline]
pub fn min_v(&self, other: &Vec4<T>) -> Vec4<T> {
Vec4::new(self.i(0).min(other.i(0)),
self.i(1).min(other.i(1)),
self.i(2).min(other.i(2)),
self.i(3).min(other.i(3)))
}
#[inline]
pub fn max_v(&self, other: &Vec4<T>) -> Vec4<T> {
Vec4::new(self.i(0).max(other.i(0)),
self.i(1).max(other.i(1)),
self.i(2).max(other.i(2)),
self.i(3).max(other.i(3)))
}
#[inline]
pub fn clamp_v(&self, mn: &Vec4<T>, mx: &Vec4<T>) -> Vec4<T> {
Vec4::new(self.i(0).clamp(mn.i(0), mx.i(0)),
self.i(1).clamp(mn.i(1), mx.i(1)),
self.i(2).clamp(mn.i(2), mx.i(2)),
self.i(3).clamp(mn.i(3), mx.i(3)))
}
/// Returns the smallest component of the vector.
#[inline]
pub fn comp_min(&self) -> T {
self.i(0).min(self.i(1)).min(self.i(2)).min(self.i(3))
}
/// Returns the largest component of the vector.
#[inline]
pub fn comp_max(&self) -> T {
self.i(0).max(self.i(1)).max(self.i(2)).max(self.i(3))
}
}
impl<T:Eq> EqVec<T,[T,..4],Vec4<bool>> for Vec4<T> {
#[inline]
pub fn eq_s(&self, value: T) -> Vec4<bool> {
Vec4::new(*self.i(0) == value,
*self.i(1) == value,
*self.i(2) == value,
*self.i(3) == value)
}
#[inline]
pub fn ne_s(&self, value: T) -> Vec4<bool> {
Vec4::new(*self.i(0) != value,
*self.i(1) != value,
*self.i(2) != value,
*self.i(3) != value)
}
#[inline]
pub fn eq_v(&self, other: &Vec4<T>) -> Vec4<bool> {
Vec4::new(*self.i(0) == *other.i(0),
*self.i(1) == *other.i(1),
*self.i(2) == *other.i(2),
*self.i(3) == *other.i(3))
}
#[inline]
pub fn ne_v(&self, other: &Vec4<T>) -> Vec4<bool> {
Vec4::new(*self.i(0) != *other.i(0),
*self.i(1) != *other.i(1),
*self.i(2) != *other.i(2),
*self.i(3) != *other.i(3))
}
}
impl BoolVec<[bool,..4]> for Vec4<bool> {
/// Returns `true` if any of the components of the vector are equal to
/// `true`, otherwise `false`.
#[inline]
pub fn any(&self) -> bool {
*self.i(0) || *self.i(1) || *self.i(2) || *self.i(3)
}
/// Returns `true` if _all_ of the components of the vector are equal to
/// `true`, otherwise `false`.
#[inline]
pub fn all(&self) -> bool {
*self.i(0) && *self.i(1) && *self.i(2) && *self.i(3)
}
}
impl<T:Not<T>> Not<Vec4<T>> for Vec4<T> {
pub fn not(&self) -> Vec4<T> {
Vec4::new(!*self.i(0),
!*self.i(1),
!*self.i(2),
!*self.i(3))
}
}
#[cfg(test)]
mod vec4_tests {
use math::vec::*;
static A: Vec4<float> = Vec4 { x: 1.0, y: 2.0, z: 3.0, w: 4.0 };
static B: Vec4<float> = Vec4 { x: 5.0, y: 6.0, z: 7.0, w: 8.0 };
static F1: float = 1.5;
static F2: float = 0.5;
#[test]
fn test_swap() {
let mut mut_a = A;
mut_a.swap(0, 3);
assert_eq!(*mut_a.i(0), *A.i(3));
assert_eq!(*mut_a.i(3), *A.i(0));
mut_a = A;
mut_a.swap(1, 2);
assert_eq!(*mut_a.i(1), *A.i(2));
assert_eq!(*mut_a.i(2), *A.i(1));
}
#[test]
fn test_num() {
let mut mut_a = A;
assert_eq!(-A, Vec4::new::<float>(-1.0, -2.0, -3.0, -4.0));
assert_eq!(A.neg(), Vec4::new::<float>(-1.0, -2.0, -3.0, -4.0));
assert_eq!(A.mul_s(F1), Vec4::new::<float>(1.5, 3.0, 4.5, 6.0));
assert_eq!(A.div_s(F2), Vec4::new::<float>(2.0, 4.0, 6.0, 8.0));
assert_eq!(A.add_v(&B), Vec4::new::<float>(6.0, 8.0, 10.0, 12.0));
assert_eq!(A.sub_v(&B), Vec4::new::<float>(-4.0, -4.0, -4.0, -4.0));
assert_eq!(A.mul_v(&B), Vec4::new::<float>(5.0, 12.0, 21.0, 32.0));
assert_eq!(A.div_v(&B), Vec4::new::<float>(1.0/5.0, 2.0/6.0, 3.0/7.0, 4.0/8.0));
assert_eq!(A.dot(&B), 70.0);
mut_a.neg_self();
assert_eq!(mut_a, -A);
mut_a = A;
mut_a.mul_self_s(F1);
assert_eq!(mut_a, A.mul_s(F1));
mut_a = A;
mut_a.div_self_s(F2);
assert_eq!(mut_a, A.div_s(F2));
mut_a = A;
mut_a.add_self_v(&B);
assert_eq!(mut_a, A.add_v(&B));
mut_a = A;
mut_a.sub_self_v(&B);
assert_eq!(mut_a, A.sub_v(&B));
mut_a = A;
mut_a.mul_self_v(&B);
assert_eq!(mut_a, A.mul_v(&B));
mut_a = A;
mut_a.div_self_v(&B);
assert_eq!(mut_a, A.div_v(&B));
}
#[test]
fn test_comp_add() {
assert_eq!(A.comp_add(), 10.0);
assert_eq!(B.comp_add(), 26.0);
}
#[test]
fn test_comp_mul() {
assert_eq!(A.comp_mul(), 24.0);
assert_eq!(B.comp_mul(), 1680.0);
}
#[test]
fn test_approx_eq() {
assert!(!Vec4::new::<float>(0.000001, 0.000001, 0.000001, 0.000001).approx_eq(&Vec4::new::<float>(0.0, 0.0, 0.0, 0.0)));
assert!(Vec4::new::<float>(0.0000001, 0.0000001, 0.0000001, 0.0000001).approx_eq(&Vec4::new::<float>(0.0, 0.0, 0.0, 0.0)));
}
#[test]
fn test_magnitude() {
let a = Vec4::new(1.0, 2.0, 4.0, 10.0); // (1, 2, 4, 10, 11) Pythagorean quintuple
let b = Vec4::new(1.0, 2.0, 8.0, 10.0); // (1, 2, 8, 10, 13) Pythagorean quintuple
assert_eq!(a.magnitude(), 11.0);
assert_eq!(a.magnitude2(), 11.0 * 11.0);
assert_eq!(b.magnitude(), 13.0);
assert_eq!(b.magnitude2(), 13.0 * 13.0);
}
#[test]
fn test_angle() {
assert!(Vec4::new::<float>(1.0, 0.0, 1.0, 0.0).angle(&Vec4::new::<float>(0.0, 1.0, 0.0, 1.0)).approx_eq(&Real::frac_pi_2()));
assert!(Vec4::new::<float>(10.0, 0.0, 10.0, 0.0).angle(&Vec4::new::<float>(0.0, 5.0, 0.0, 5.0)).approx_eq(&Real::frac_pi_2()));
assert!(Vec4::new::<float>(-1.0, 0.0, -1.0, 0.0).angle(&Vec4::new::<float>(0.0, 1.0, 0.0, 1.0)).approx_eq(&Real::frac_pi_2()));
}
#[test]
fn test_normalize() {
assert!(Vec4::new::<float>(1.0, 2.0, 4.0, 10.0).normalize().approx_eq(&Vec4::new::<float>(1.0/11.0, 2.0/11.0, 4.0/11.0, 10.0/11.0)));
// TODO: test normalize_to, normalize_self, and normalize_self_to
}
#[test]
fn test_lerp() {
let c = Vec4::new::<float>(-2.0, -1.0, 1.0, 2.0);
let d = Vec4::new::<float>( 1.0, 0.0, 0.5, 1.0);
assert_eq!(c.lerp(&d, 0.75), Vec4::new::<float>(0.250, -0.250, 0.625, 1.250));
let mut mut_c = c;
mut_c.lerp_self(&d, 0.75);
assert_eq!(mut_c, c.lerp(&d, 0.75));
}
#[test]
fn test_comp_min() {
assert_eq!(A.comp_min(), 1.0);
assert_eq!(B.comp_min(), 5.0);
}
#[test]
fn test_comp_max() {
assert_eq!(A.comp_max(), 4.0);
assert_eq!(B.comp_max(), 8.0);
}
#[test]
fn test_boolean() {
let tftf = Vec4::new(true, false, true, false);
let ffff = Vec4::new(false, false, false, false);
let tttt = Vec4::new(true, true, true, true);
assert_eq!(tftf.any(), true);
assert_eq!(tftf.all(), false);
assert_eq!(!tftf, Vec4::new(false, true, false, true));
assert_eq!(ffff.any(), false);
assert_eq!(ffff.all(), false);
assert_eq!(!ffff, Vec4::new(true, true, true, true));
assert_eq!(tttt.any(), true);
assert_eq!(tttt.all(), true);
assert_eq!(!tttt, Vec4::new(false, false, false, false));
}
}