// Generated from swizzle_impl.rs.tera template. Edit the template, not the generated file. use crate::{Vec2, Vec3, Vec4, Vec4Swizzles}; impl Vec4Swizzles for Vec4 { type Vec2 = Vec2; type Vec3 = Vec3; #[inline] fn xx(self) -> Vec2 { Vec2 { x: self.x, y: self.x, } } #[inline] fn xy(self) -> Vec2 { Vec2 { x: self.x, y: self.y, } } #[inline] fn xz(self) -> Vec2 { Vec2 { x: self.x, y: self.z, } } #[inline] fn xw(self) -> Vec2 { Vec2 { x: self.x, y: self.w, } } #[inline] fn yx(self) -> Vec2 { Vec2 { x: self.y, y: self.x, } } #[inline] fn yy(self) -> Vec2 { Vec2 { x: self.y, y: self.y, } } #[inline] fn yz(self) -> Vec2 { Vec2 { x: self.y, y: self.z, } } #[inline] fn yw(self) -> Vec2 { Vec2 { x: self.y, y: self.w, } } #[inline] fn zx(self) -> Vec2 { Vec2 { x: self.z, y: self.x, } } #[inline] fn zy(self) -> Vec2 { Vec2 { x: self.z, y: self.y, } } #[inline] fn zz(self) -> Vec2 { Vec2 { x: self.z, y: self.z, } } #[inline] fn zw(self) -> Vec2 { Vec2 { x: self.z, y: self.w, } } #[inline] fn wx(self) -> Vec2 { Vec2 { x: self.w, y: self.x, } } #[inline] fn wy(self) -> Vec2 { Vec2 { x: self.w, y: self.y, } } #[inline] fn wz(self) -> Vec2 { Vec2 { x: self.w, y: self.z, } } #[inline] fn ww(self) -> Vec2 { Vec2 { x: self.w, y: self.w, } } #[inline] fn xxx(self) -> Vec3 { Vec3 { x: self.x, y: self.x, z: self.x, } } #[inline] fn xxy(self) -> Vec3 { Vec3 { x: self.x, y: self.x, z: self.y, } } #[inline] fn xxz(self) -> Vec3 { Vec3 { x: self.x, y: self.x, z: self.z, } } #[inline] fn xxw(self) -> Vec3 { Vec3 { x: self.x, y: self.x, z: self.w, } } #[inline] fn xyx(self) -> Vec3 { Vec3 { x: self.x, y: self.y, z: self.x, } } #[inline] fn xyy(self) -> Vec3 { Vec3 { x: self.x, y: self.y, z: self.y, } } #[inline] fn xyz(self) -> Vec3 { Vec3 { x: self.x, y: self.y, z: self.z, } } #[inline] fn xyw(self) -> Vec3 { Vec3 { x: self.x, y: self.y, z: self.w, } } #[inline] fn xzx(self) -> Vec3 { Vec3 { x: self.x, y: self.z, z: self.x, } } #[inline] fn xzy(self) -> Vec3 { Vec3 { x: self.x, y: self.z, z: self.y, } } #[inline] fn xzz(self) -> Vec3 { Vec3 { x: self.x, y: self.z, z: self.z, } } #[inline] fn xzw(self) -> Vec3 { Vec3 { x: self.x, y: self.z, z: self.w, } } #[inline] fn xwx(self) -> Vec3 { Vec3 { x: self.x, y: self.w, z: self.x, } } #[inline] fn xwy(self) -> Vec3 { Vec3 { x: self.x, y: self.w, z: self.y, } } #[inline] fn xwz(self) -> Vec3 { Vec3 { x: self.x, y: self.w, z: self.z, } } #[inline] fn xww(self) -> Vec3 { Vec3 { x: self.x, y: self.w, z: self.w, } } #[inline] fn yxx(self) -> Vec3 { Vec3 { x: self.y, y: self.x, z: self.x, } } #[inline] fn yxy(self) -> Vec3 { Vec3 { x: self.y, y: self.x, z: self.y, } } #[inline] fn yxz(self) -> Vec3 { Vec3 { x: self.y, y: self.x, z: self.z, } } #[inline] fn yxw(self) -> Vec3 { Vec3 { x: self.y, y: self.x, z: self.w, } } #[inline] fn yyx(self) -> Vec3 { Vec3 { x: self.y, y: self.y, z: self.x, } } #[inline] fn yyy(self) -> Vec3 { Vec3 { x: self.y, y: self.y, z: self.y, } } #[inline] fn yyz(self) -> Vec3 { Vec3 { x: self.y, y: self.y, z: self.z, } } #[inline] fn yyw(self) -> Vec3 { Vec3 { x: self.y, y: self.y, z: self.w, } } #[inline] fn yzx(self) -> Vec3 { Vec3 { x: self.y, y: self.z, z: self.x, } } #[inline] fn yzy(self) -> Vec3 { Vec3 { x: self.y, y: self.z, z: self.y, } } #[inline] fn yzz(self) -> Vec3 { Vec3 { x: self.y, y: self.z, z: self.z, } } #[inline] fn yzw(self) -> Vec3 { Vec3 { x: self.y, y: self.z, z: self.w, } } #[inline] fn ywx(self) -> Vec3 { Vec3 { x: self.y, y: self.w, z: self.x, } } #[inline] fn ywy(self) -> Vec3 { Vec3 { x: self.y, y: self.w, z: self.y, } } #[inline] fn ywz(self) -> Vec3 { Vec3 { x: self.y, y: self.w, z: self.z, } } #[inline] fn yww(self) -> Vec3 { Vec3 { x: self.y, y: self.w, z: self.w, } } #[inline] fn zxx(self) -> Vec3 { Vec3 { x: self.z, y: self.x, z: self.x, } } #[inline] fn zxy(self) -> Vec3 { Vec3 { x: self.z, y: self.x, z: self.y, } } #[inline] fn zxz(self) -> Vec3 { Vec3 { x: self.z, y: self.x, z: self.z, } } #[inline] fn zxw(self) -> Vec3 { Vec3 { x: self.z, y: self.x, z: self.w, } } #[inline] fn zyx(self) -> Vec3 { Vec3 { x: self.z, y: self.y, z: self.x, } } #[inline] fn zyy(self) -> Vec3 { Vec3 { x: self.z, y: self.y, z: self.y, } } #[inline] fn zyz(self) -> Vec3 { Vec3 { x: self.z, y: self.y, z: self.z, } } #[inline] fn zyw(self) -> Vec3 { Vec3 { x: self.z, y: self.y, z: self.w, } } #[inline] fn zzx(self) -> Vec3 { Vec3 { x: self.z, y: self.z, z: self.x, } } #[inline] fn zzy(self) -> Vec3 { Vec3 { x: self.z, y: self.z, z: self.y, } } #[inline] fn zzz(self) -> Vec3 { Vec3 { x: self.z, y: self.z, z: self.z, } } #[inline] fn zzw(self) -> Vec3 { Vec3 { x: self.z, y: self.z, z: self.w, } } #[inline] fn zwx(self) -> Vec3 { Vec3 { x: self.z, y: self.w, z: self.x, } } #[inline] fn zwy(self) -> Vec3 { Vec3 { x: self.z, y: self.w, z: self.y, } } #[inline] fn zwz(self) -> Vec3 { Vec3 { x: self.z, y: self.w, z: self.z, } } #[inline] fn zww(self) -> Vec3 { Vec3 { x: self.z, y: self.w, z: self.w, } } #[inline] fn wxx(self) -> Vec3 { Vec3 { x: self.w, y: self.x, z: self.x, } } #[inline] fn wxy(self) -> Vec3 { Vec3 { x: self.w, y: self.x, z: self.y, } } #[inline] fn wxz(self) -> Vec3 { Vec3 { x: self.w, y: self.x, z: self.z, } } #[inline] fn wxw(self) -> Vec3 { Vec3 { x: self.w, y: self.x, z: self.w, } } #[inline] fn wyx(self) -> Vec3 { Vec3 { x: self.w, y: self.y, z: self.x, } } #[inline] fn wyy(self) -> Vec3 { Vec3 { x: self.w, y: self.y, z: self.y, } } #[inline] fn wyz(self) -> Vec3 { Vec3 { x: self.w, y: self.y, z: self.z, } } #[inline] fn wyw(self) -> Vec3 { Vec3 { x: self.w, y: self.y, z: self.w, } } #[inline] fn wzx(self) -> Vec3 { Vec3 { x: self.w, y: self.z, z: self.x, } } #[inline] fn wzy(self) -> Vec3 { Vec3 { x: self.w, y: self.z, z: self.y, } } #[inline] fn wzz(self) -> Vec3 { Vec3 { x: self.w, y: self.z, z: self.z, } } #[inline] fn wzw(self) -> Vec3 { Vec3 { x: self.w, y: self.z, z: self.w, } } #[inline] fn wwx(self) -> Vec3 { Vec3 { x: self.w, y: self.w, z: self.x, } } #[inline] fn wwy(self) -> Vec3 { Vec3 { x: self.w, y: self.w, z: self.y, } } #[inline] fn wwz(self) -> Vec3 { Vec3 { x: self.w, y: self.w, z: self.z, } } #[inline] fn www(self) -> Vec3 { Vec3 { x: self.w, y: self.w, z: self.w, } } #[inline] fn xxxx(self) -> Vec4 { Vec4::new(self.x, self.x, self.x, self.x) } #[inline] fn xxxy(self) -> Vec4 { Vec4::new(self.x, self.x, self.x, self.y) } #[inline] fn xxxz(self) -> Vec4 { Vec4::new(self.x, self.x, self.x, self.z) } #[inline] fn xxxw(self) -> Vec4 { Vec4::new(self.x, self.x, self.x, self.w) } #[inline] fn xxyx(self) -> Vec4 { Vec4::new(self.x, self.x, self.y, self.x) } #[inline] fn xxyy(self) -> Vec4 { Vec4::new(self.x, self.x, self.y, self.y) } #[inline] fn xxyz(self) -> Vec4 { Vec4::new(self.x, self.x, self.y, self.z) } #[inline] fn xxyw(self) -> Vec4 { Vec4::new(self.x, self.x, self.y, self.w) } #[inline] fn xxzx(self) -> Vec4 { Vec4::new(self.x, self.x, self.z, self.x) } #[inline] fn xxzy(self) -> Vec4 { Vec4::new(self.x, self.x, self.z, self.y) } #[inline] fn xxzz(self) -> Vec4 { Vec4::new(self.x, self.x, self.z, self.z) } #[inline] fn xxzw(self) -> Vec4 { Vec4::new(self.x, self.x, self.z, self.w) } #[inline] fn xxwx(self) -> Vec4 { Vec4::new(self.x, self.x, self.w, self.x) } #[inline] fn xxwy(self) -> Vec4 { Vec4::new(self.x, self.x, self.w, self.y) } #[inline] fn xxwz(self) -> Vec4 { Vec4::new(self.x, self.x, self.w, self.z) } #[inline] fn xxww(self) -> Vec4 { Vec4::new(self.x, self.x, self.w, self.w) } #[inline] fn xyxx(self) -> Vec4 { Vec4::new(self.x, self.y, self.x, self.x) } #[inline] fn xyxy(self) -> Vec4 { Vec4::new(self.x, self.y, self.x, self.y) } #[inline] fn xyxz(self) -> Vec4 { Vec4::new(self.x, self.y, self.x, self.z) } #[inline] fn xyxw(self) -> Vec4 { Vec4::new(self.x, self.y, self.x, self.w) } #[inline] fn xyyx(self) -> Vec4 { Vec4::new(self.x, self.y, self.y, self.x) } #[inline] fn xyyy(self) -> Vec4 { Vec4::new(self.x, self.y, self.y, self.y) } #[inline] fn xyyz(self) -> Vec4 { Vec4::new(self.x, self.y, self.y, self.z) } #[inline] fn xyyw(self) -> Vec4 { Vec4::new(self.x, self.y, self.y, self.w) } #[inline] fn xyzx(self) -> Vec4 { Vec4::new(self.x, self.y, self.z, self.x) } #[inline] fn xyzy(self) -> Vec4 { Vec4::new(self.x, self.y, self.z, self.y) } #[inline] fn xyzz(self) -> Vec4 { Vec4::new(self.x, self.y, self.z, self.z) } #[inline] fn xyzw(self) -> Vec4 { Vec4::new(self.x, self.y, self.z, self.w) } #[inline] fn xywx(self) -> Vec4 { Vec4::new(self.x, self.y, self.w, self.x) } #[inline] fn xywy(self) -> Vec4 { Vec4::new(self.x, self.y, self.w, self.y) } #[inline] fn xywz(self) -> Vec4 { Vec4::new(self.x, self.y, self.w, self.z) } #[inline] fn xyww(self) -> Vec4 { Vec4::new(self.x, self.y, self.w, self.w) } #[inline] fn xzxx(self) -> Vec4 { Vec4::new(self.x, self.z, self.x, self.x) } #[inline] fn xzxy(self) -> Vec4 { Vec4::new(self.x, self.z, self.x, self.y) } #[inline] fn xzxz(self) -> Vec4 { Vec4::new(self.x, self.z, self.x, self.z) } #[inline] fn xzxw(self) -> Vec4 { Vec4::new(self.x, self.z, self.x, self.w) } #[inline] fn xzyx(self) -> Vec4 { Vec4::new(self.x, self.z, self.y, self.x) } #[inline] fn xzyy(self) -> Vec4 { Vec4::new(self.x, self.z, self.y, self.y) } #[inline] fn xzyz(self) -> Vec4 { Vec4::new(self.x, self.z, self.y, self.z) } #[inline] fn xzyw(self) -> Vec4 { Vec4::new(self.x, self.z, self.y, self.w) } #[inline] fn xzzx(self) -> Vec4 { Vec4::new(self.x, self.z, self.z, self.x) } #[inline] fn xzzy(self) -> Vec4 { Vec4::new(self.x, self.z, self.z, self.y) } #[inline] fn xzzz(self) -> Vec4 { Vec4::new(self.x, self.z, self.z, self.z) } #[inline] fn xzzw(self) -> Vec4 { Vec4::new(self.x, self.z, self.z, self.w) } #[inline] fn xzwx(self) -> Vec4 { Vec4::new(self.x, self.z, self.w, self.x) } #[inline] fn xzwy(self) -> Vec4 { Vec4::new(self.x, self.z, self.w, self.y) } #[inline] fn xzwz(self) -> Vec4 { Vec4::new(self.x, self.z, self.w, self.z) } #[inline] fn xzww(self) -> Vec4 { Vec4::new(self.x, self.z, self.w, self.w) } #[inline] fn xwxx(self) -> Vec4 { Vec4::new(self.x, self.w, self.x, self.x) } #[inline] fn xwxy(self) -> Vec4 { Vec4::new(self.x, self.w, self.x, self.y) } #[inline] fn xwxz(self) -> Vec4 { Vec4::new(self.x, self.w, self.x, self.z) } #[inline] fn xwxw(self) -> Vec4 { Vec4::new(self.x, self.w, self.x, self.w) } #[inline] fn xwyx(self) -> Vec4 { Vec4::new(self.x, self.w, self.y, self.x) } #[inline] fn xwyy(self) -> Vec4 { Vec4::new(self.x, self.w, self.y, self.y) } #[inline] fn xwyz(self) -> Vec4 { Vec4::new(self.x, self.w, self.y, self.z) } #[inline] fn xwyw(self) -> Vec4 { Vec4::new(self.x, self.w, self.y, self.w) } #[inline] fn xwzx(self) -> Vec4 { Vec4::new(self.x, self.w, self.z, self.x) } #[inline] fn xwzy(self) -> Vec4 { Vec4::new(self.x, self.w, self.z, self.y) } #[inline] fn xwzz(self) -> Vec4 { Vec4::new(self.x, self.w, self.z, self.z) } #[inline] fn xwzw(self) -> Vec4 { Vec4::new(self.x, self.w, self.z, self.w) } #[inline] fn xwwx(self) -> Vec4 { Vec4::new(self.x, self.w, self.w, self.x) } #[inline] fn xwwy(self) -> Vec4 { Vec4::new(self.x, self.w, self.w, self.y) } #[inline] fn xwwz(self) -> Vec4 { Vec4::new(self.x, self.w, self.w, self.z) } #[inline] fn xwww(self) -> Vec4 { Vec4::new(self.x, self.w, self.w, self.w) } #[inline] fn yxxx(self) -> Vec4 { Vec4::new(self.y, self.x, self.x, self.x) } #[inline] fn yxxy(self) -> Vec4 { Vec4::new(self.y, self.x, self.x, self.y) } #[inline] fn yxxz(self) -> Vec4 { Vec4::new(self.y, self.x, self.x, self.z) } #[inline] fn yxxw(self) -> Vec4 { Vec4::new(self.y, self.x, self.x, self.w) } #[inline] fn yxyx(self) -> Vec4 { Vec4::new(self.y, self.x, self.y, self.x) } #[inline] fn yxyy(self) -> Vec4 { Vec4::new(self.y, self.x, self.y, self.y) } #[inline] fn yxyz(self) -> Vec4 { Vec4::new(self.y, self.x, self.y, self.z) } #[inline] fn yxyw(self) -> Vec4 { Vec4::new(self.y, self.x, self.y, self.w) } #[inline] fn yxzx(self) -> Vec4 { Vec4::new(self.y, self.x, self.z, self.x) } #[inline] fn yxzy(self) -> Vec4 { Vec4::new(self.y, self.x, self.z, self.y) } #[inline] fn yxzz(self) -> Vec4 { Vec4::new(self.y, self.x, self.z, self.z) } #[inline] fn yxzw(self) -> Vec4 { Vec4::new(self.y, self.x, self.z, self.w) } #[inline] fn yxwx(self) -> Vec4 { Vec4::new(self.y, self.x, self.w, self.x) } #[inline] fn yxwy(self) -> Vec4 { Vec4::new(self.y, self.x, self.w, self.y) } #[inline] fn yxwz(self) -> Vec4 { Vec4::new(self.y, self.x, self.w, self.z) } #[inline] fn yxww(self) -> Vec4 { Vec4::new(self.y, self.x, self.w, self.w) } #[inline] fn yyxx(self) -> Vec4 { Vec4::new(self.y, self.y, self.x, self.x) } #[inline] fn yyxy(self) -> Vec4 { Vec4::new(self.y, self.y, self.x, self.y) } #[inline] fn yyxz(self) -> Vec4 { Vec4::new(self.y, self.y, self.x, self.z) } #[inline] fn yyxw(self) -> Vec4 { Vec4::new(self.y, self.y, self.x, self.w) } #[inline] fn yyyx(self) -> Vec4 { Vec4::new(self.y, self.y, self.y, self.x) } #[inline] fn yyyy(self) -> Vec4 { Vec4::new(self.y, self.y, self.y, self.y) } #[inline] fn yyyz(self) -> Vec4 { Vec4::new(self.y, self.y, self.y, self.z) } #[inline] fn yyyw(self) -> Vec4 { Vec4::new(self.y, self.y, self.y, self.w) } #[inline] fn yyzx(self) -> Vec4 { Vec4::new(self.y, self.y, self.z, self.x) } #[inline] fn yyzy(self) -> Vec4 { Vec4::new(self.y, self.y, self.z, self.y) } #[inline] fn yyzz(self) -> Vec4 { Vec4::new(self.y, self.y, self.z, self.z) } #[inline] fn yyzw(self) -> Vec4 { Vec4::new(self.y, self.y, self.z, self.w) } #[inline] fn yywx(self) -> Vec4 { Vec4::new(self.y, self.y, self.w, self.x) } #[inline] fn yywy(self) -> Vec4 { Vec4::new(self.y, self.y, self.w, self.y) } #[inline] fn yywz(self) -> Vec4 { Vec4::new(self.y, self.y, self.w, self.z) } #[inline] fn yyww(self) -> Vec4 { Vec4::new(self.y, self.y, self.w, self.w) } #[inline] fn yzxx(self) -> Vec4 { Vec4::new(self.y, self.z, self.x, self.x) } #[inline] fn yzxy(self) -> Vec4 { Vec4::new(self.y, self.z, self.x, self.y) } #[inline] fn yzxz(self) -> Vec4 { Vec4::new(self.y, self.z, self.x, self.z) } #[inline] fn yzxw(self) -> Vec4 { Vec4::new(self.y, self.z, self.x, self.w) } #[inline] fn yzyx(self) -> Vec4 { Vec4::new(self.y, self.z, self.y, self.x) } #[inline] fn yzyy(self) -> Vec4 { Vec4::new(self.y, self.z, self.y, self.y) } #[inline] fn yzyz(self) -> Vec4 { Vec4::new(self.y, self.z, self.y, self.z) } #[inline] fn yzyw(self) -> Vec4 { Vec4::new(self.y, self.z, self.y, self.w) } #[inline] fn yzzx(self) -> Vec4 { Vec4::new(self.y, self.z, self.z, self.x) } #[inline] fn yzzy(self) -> Vec4 { Vec4::new(self.y, self.z, self.z, self.y) } #[inline] fn yzzz(self) -> Vec4 { Vec4::new(self.y, self.z, self.z, self.z) } #[inline] fn yzzw(self) -> Vec4 { Vec4::new(self.y, self.z, self.z, self.w) } #[inline] fn yzwx(self) -> Vec4 { Vec4::new(self.y, self.z, self.w, self.x) } #[inline] fn yzwy(self) -> Vec4 { Vec4::new(self.y, self.z, self.w, self.y) } #[inline] fn yzwz(self) -> Vec4 { Vec4::new(self.y, self.z, self.w, self.z) } #[inline] fn yzww(self) -> Vec4 { Vec4::new(self.y, self.z, self.w, self.w) } #[inline] fn ywxx(self) -> Vec4 { Vec4::new(self.y, self.w, self.x, self.x) } #[inline] fn ywxy(self) -> Vec4 { Vec4::new(self.y, self.w, self.x, self.y) } #[inline] fn ywxz(self) -> Vec4 { Vec4::new(self.y, self.w, self.x, self.z) } #[inline] fn ywxw(self) -> Vec4 { Vec4::new(self.y, self.w, self.x, self.w) } #[inline] fn ywyx(self) -> Vec4 { Vec4::new(self.y, self.w, self.y, self.x) } #[inline] fn ywyy(self) -> Vec4 { Vec4::new(self.y, self.w, self.y, self.y) } #[inline] fn ywyz(self) -> Vec4 { Vec4::new(self.y, self.w, self.y, self.z) } #[inline] fn ywyw(self) -> Vec4 { Vec4::new(self.y, self.w, self.y, self.w) } #[inline] fn ywzx(self) -> Vec4 { Vec4::new(self.y, self.w, self.z, self.x) } #[inline] fn ywzy(self) -> Vec4 { Vec4::new(self.y, self.w, self.z, self.y) } #[inline] fn ywzz(self) -> Vec4 { Vec4::new(self.y, self.w, self.z, self.z) } #[inline] fn ywzw(self) -> Vec4 { Vec4::new(self.y, self.w, self.z, self.w) } #[inline] fn ywwx(self) -> Vec4 { Vec4::new(self.y, self.w, self.w, self.x) } #[inline] fn ywwy(self) -> Vec4 { Vec4::new(self.y, self.w, self.w, self.y) } #[inline] fn ywwz(self) -> Vec4 { Vec4::new(self.y, self.w, self.w, self.z) } #[inline] fn ywww(self) -> Vec4 { Vec4::new(self.y, self.w, self.w, self.w) } #[inline] fn zxxx(self) -> Vec4 { Vec4::new(self.z, self.x, self.x, self.x) } #[inline] fn zxxy(self) -> Vec4 { Vec4::new(self.z, self.x, self.x, self.y) } #[inline] fn zxxz(self) -> Vec4 { Vec4::new(self.z, self.x, self.x, self.z) } #[inline] fn zxxw(self) -> Vec4 { Vec4::new(self.z, self.x, self.x, self.w) } #[inline] fn zxyx(self) -> Vec4 { Vec4::new(self.z, self.x, self.y, self.x) } #[inline] fn zxyy(self) -> Vec4 { Vec4::new(self.z, self.x, self.y, self.y) } #[inline] fn zxyz(self) -> Vec4 { Vec4::new(self.z, self.x, self.y, self.z) } #[inline] fn zxyw(self) -> Vec4 { Vec4::new(self.z, self.x, self.y, self.w) } #[inline] fn zxzx(self) -> Vec4 { Vec4::new(self.z, self.x, self.z, self.x) } #[inline] fn zxzy(self) -> Vec4 { Vec4::new(self.z, self.x, self.z, self.y) } #[inline] fn zxzz(self) -> Vec4 { Vec4::new(self.z, self.x, self.z, self.z) } #[inline] fn zxzw(self) -> Vec4 { Vec4::new(self.z, self.x, self.z, self.w) } #[inline] fn zxwx(self) -> Vec4 { Vec4::new(self.z, self.x, self.w, self.x) } #[inline] fn zxwy(self) -> Vec4 { Vec4::new(self.z, self.x, self.w, self.y) } #[inline] fn zxwz(self) -> Vec4 { Vec4::new(self.z, self.x, self.w, self.z) } #[inline] fn zxww(self) -> Vec4 { Vec4::new(self.z, self.x, self.w, self.w) } #[inline] fn zyxx(self) -> Vec4 { Vec4::new(self.z, self.y, self.x, self.x) } #[inline] fn zyxy(self) -> Vec4 { Vec4::new(self.z, self.y, self.x, self.y) } #[inline] fn zyxz(self) -> Vec4 { Vec4::new(self.z, self.y, self.x, self.z) } #[inline] fn zyxw(self) -> Vec4 { Vec4::new(self.z, self.y, self.x, self.w) } #[inline] fn zyyx(self) -> Vec4 { Vec4::new(self.z, self.y, self.y, self.x) } #[inline] fn zyyy(self) -> Vec4 { Vec4::new(self.z, self.y, self.y, self.y) } #[inline] fn zyyz(self) -> Vec4 { Vec4::new(self.z, self.y, self.y, self.z) } #[inline] fn zyyw(self) -> Vec4 { Vec4::new(self.z, self.y, self.y, self.w) } #[inline] fn zyzx(self) -> Vec4 { Vec4::new(self.z, self.y, self.z, self.x) } #[inline] fn zyzy(self) -> Vec4 { Vec4::new(self.z, self.y, self.z, self.y) } #[inline] fn zyzz(self) -> Vec4 { Vec4::new(self.z, self.y, self.z, self.z) } #[inline] fn zyzw(self) -> Vec4 { Vec4::new(self.z, self.y, self.z, self.w) } #[inline] fn zywx(self) -> Vec4 { Vec4::new(self.z, self.y, self.w, self.x) } #[inline] fn zywy(self) -> Vec4 { Vec4::new(self.z, self.y, self.w, self.y) } #[inline] fn zywz(self) -> Vec4 { Vec4::new(self.z, self.y, self.w, self.z) } #[inline] fn zyww(self) -> Vec4 { Vec4::new(self.z, self.y, self.w, self.w) } #[inline] fn zzxx(self) -> Vec4 { Vec4::new(self.z, self.z, self.x, self.x) } #[inline] fn zzxy(self) -> Vec4 { Vec4::new(self.z, self.z, self.x, self.y) } #[inline] fn zzxz(self) -> Vec4 { Vec4::new(self.z, self.z, self.x, self.z) } #[inline] fn zzxw(self) -> Vec4 { Vec4::new(self.z, self.z, self.x, self.w) } #[inline] fn zzyx(self) -> Vec4 { Vec4::new(self.z, self.z, self.y, self.x) } #[inline] fn zzyy(self) -> Vec4 { Vec4::new(self.z, self.z, self.y, self.y) } #[inline] fn zzyz(self) -> Vec4 { Vec4::new(self.z, self.z, self.y, self.z) } #[inline] fn zzyw(self) -> Vec4 { Vec4::new(self.z, self.z, self.y, self.w) } #[inline] fn zzzx(self) -> Vec4 { Vec4::new(self.z, self.z, self.z, self.x) } #[inline] fn zzzy(self) -> Vec4 { Vec4::new(self.z, self.z, self.z, self.y) } #[inline] fn zzzz(self) -> Vec4 { Vec4::new(self.z, self.z, self.z, self.z) } #[inline] fn zzzw(self) -> Vec4 { Vec4::new(self.z, self.z, self.z, self.w) } #[inline] fn zzwx(self) -> Vec4 { Vec4::new(self.z, self.z, self.w, self.x) } #[inline] fn zzwy(self) -> Vec4 { Vec4::new(self.z, self.z, self.w, self.y) } #[inline] fn zzwz(self) -> Vec4 { Vec4::new(self.z, self.z, self.w, self.z) } #[inline] fn zzww(self) -> Vec4 { Vec4::new(self.z, self.z, self.w, self.w) } #[inline] fn zwxx(self) -> Vec4 { Vec4::new(self.z, self.w, self.x, self.x) } #[inline] fn zwxy(self) -> Vec4 { Vec4::new(self.z, self.w, self.x, self.y) } #[inline] fn zwxz(self) -> Vec4 { Vec4::new(self.z, self.w, self.x, self.z) } #[inline] fn zwxw(self) -> Vec4 { Vec4::new(self.z, self.w, self.x, self.w) } #[inline] fn zwyx(self) -> Vec4 { Vec4::new(self.z, self.w, self.y, self.x) } #[inline] fn zwyy(self) -> Vec4 { Vec4::new(self.z, self.w, self.y, self.y) } #[inline] fn zwyz(self) -> Vec4 { Vec4::new(self.z, self.w, self.y, self.z) } #[inline] fn zwyw(self) -> Vec4 { Vec4::new(self.z, self.w, self.y, self.w) } #[inline] fn zwzx(self) -> Vec4 { Vec4::new(self.z, self.w, self.z, self.x) } #[inline] fn zwzy(self) -> Vec4 { Vec4::new(self.z, self.w, self.z, self.y) } #[inline] fn zwzz(self) -> Vec4 { Vec4::new(self.z, self.w, self.z, self.z) } #[inline] fn zwzw(self) -> Vec4 { Vec4::new(self.z, self.w, self.z, self.w) } #[inline] fn zwwx(self) -> Vec4 { Vec4::new(self.z, self.w, self.w, self.x) } #[inline] fn zwwy(self) -> Vec4 { Vec4::new(self.z, self.w, self.w, self.y) } #[inline] fn zwwz(self) -> Vec4 { Vec4::new(self.z, self.w, self.w, self.z) } #[inline] fn zwww(self) -> Vec4 { Vec4::new(self.z, self.w, self.w, self.w) } #[inline] fn wxxx(self) -> Vec4 { Vec4::new(self.w, self.x, self.x, self.x) } #[inline] fn wxxy(self) -> Vec4 { Vec4::new(self.w, self.x, self.x, self.y) } #[inline] fn wxxz(self) -> Vec4 { Vec4::new(self.w, self.x, self.x, self.z) } #[inline] fn wxxw(self) -> Vec4 { Vec4::new(self.w, self.x, self.x, self.w) } #[inline] fn wxyx(self) -> Vec4 { Vec4::new(self.w, self.x, self.y, self.x) } #[inline] fn wxyy(self) -> Vec4 { Vec4::new(self.w, self.x, self.y, self.y) } #[inline] fn wxyz(self) -> Vec4 { Vec4::new(self.w, self.x, self.y, self.z) } #[inline] fn wxyw(self) -> Vec4 { Vec4::new(self.w, self.x, self.y, self.w) } #[inline] fn wxzx(self) -> Vec4 { Vec4::new(self.w, self.x, self.z, self.x) } #[inline] fn wxzy(self) -> Vec4 { Vec4::new(self.w, self.x, self.z, self.y) } #[inline] fn wxzz(self) -> Vec4 { Vec4::new(self.w, self.x, self.z, self.z) } #[inline] fn wxzw(self) -> Vec4 { Vec4::new(self.w, self.x, self.z, self.w) } #[inline] fn wxwx(self) -> Vec4 { Vec4::new(self.w, self.x, self.w, self.x) } #[inline] fn wxwy(self) -> Vec4 { Vec4::new(self.w, self.x, self.w, self.y) } #[inline] fn wxwz(self) -> Vec4 { Vec4::new(self.w, self.x, self.w, self.z) } #[inline] fn wxww(self) -> Vec4 { Vec4::new(self.w, self.x, self.w, self.w) } #[inline] fn wyxx(self) -> Vec4 { Vec4::new(self.w, self.y, self.x, self.x) } #[inline] fn wyxy(self) -> Vec4 { Vec4::new(self.w, self.y, self.x, self.y) } #[inline] fn wyxz(self) -> Vec4 { Vec4::new(self.w, self.y, self.x, self.z) } #[inline] fn wyxw(self) -> Vec4 { Vec4::new(self.w, self.y, self.x, self.w) } #[inline] fn wyyx(self) -> Vec4 { Vec4::new(self.w, self.y, self.y, self.x) } #[inline] fn wyyy(self) -> Vec4 { Vec4::new(self.w, self.y, self.y, self.y) } #[inline] fn wyyz(self) -> Vec4 { Vec4::new(self.w, self.y, self.y, self.z) } #[inline] fn wyyw(self) -> Vec4 { Vec4::new(self.w, self.y, self.y, self.w) } #[inline] fn wyzx(self) -> Vec4 { Vec4::new(self.w, self.y, self.z, self.x) } #[inline] fn wyzy(self) -> Vec4 { Vec4::new(self.w, self.y, self.z, self.y) } #[inline] fn wyzz(self) -> Vec4 { Vec4::new(self.w, self.y, self.z, self.z) } #[inline] fn wyzw(self) -> Vec4 { Vec4::new(self.w, self.y, self.z, self.w) } #[inline] fn wywx(self) -> Vec4 { Vec4::new(self.w, self.y, self.w, self.x) } #[inline] fn wywy(self) -> Vec4 { Vec4::new(self.w, self.y, self.w, self.y) } #[inline] fn wywz(self) -> Vec4 { Vec4::new(self.w, self.y, self.w, self.z) } #[inline] fn wyww(self) -> Vec4 { Vec4::new(self.w, self.y, self.w, self.w) } #[inline] fn wzxx(self) -> Vec4 { Vec4::new(self.w, self.z, self.x, self.x) } #[inline] fn wzxy(self) -> Vec4 { Vec4::new(self.w, self.z, self.x, self.y) } #[inline] fn wzxz(self) -> Vec4 { Vec4::new(self.w, self.z, self.x, self.z) } #[inline] fn wzxw(self) -> Vec4 { Vec4::new(self.w, self.z, self.x, self.w) } #[inline] fn wzyx(self) -> Vec4 { Vec4::new(self.w, self.z, self.y, self.x) } #[inline] fn wzyy(self) -> Vec4 { Vec4::new(self.w, self.z, self.y, self.y) } #[inline] fn wzyz(self) -> Vec4 { Vec4::new(self.w, self.z, self.y, self.z) } #[inline] fn wzyw(self) -> Vec4 { Vec4::new(self.w, self.z, self.y, self.w) } #[inline] fn wzzx(self) -> Vec4 { Vec4::new(self.w, self.z, self.z, self.x) } #[inline] fn wzzy(self) -> Vec4 { Vec4::new(self.w, self.z, self.z, self.y) } #[inline] fn wzzz(self) -> Vec4 { Vec4::new(self.w, self.z, self.z, self.z) } #[inline] fn wzzw(self) -> Vec4 { Vec4::new(self.w, self.z, self.z, self.w) } #[inline] fn wzwx(self) -> Vec4 { Vec4::new(self.w, self.z, self.w, self.x) } #[inline] fn wzwy(self) -> Vec4 { Vec4::new(self.w, self.z, self.w, self.y) } #[inline] fn wzwz(self) -> Vec4 { Vec4::new(self.w, self.z, self.w, self.z) } #[inline] fn wzww(self) -> Vec4 { Vec4::new(self.w, self.z, self.w, self.w) } #[inline] fn wwxx(self) -> Vec4 { Vec4::new(self.w, self.w, self.x, self.x) } #[inline] fn wwxy(self) -> Vec4 { Vec4::new(self.w, self.w, self.x, self.y) } #[inline] fn wwxz(self) -> Vec4 { Vec4::new(self.w, self.w, self.x, self.z) } #[inline] fn wwxw(self) -> Vec4 { Vec4::new(self.w, self.w, self.x, self.w) } #[inline] fn wwyx(self) -> Vec4 { Vec4::new(self.w, self.w, self.y, self.x) } #[inline] fn wwyy(self) -> Vec4 { Vec4::new(self.w, self.w, self.y, self.y) } #[inline] fn wwyz(self) -> Vec4 { Vec4::new(self.w, self.w, self.y, self.z) } #[inline] fn wwyw(self) -> Vec4 { Vec4::new(self.w, self.w, self.y, self.w) } #[inline] fn wwzx(self) -> Vec4 { Vec4::new(self.w, self.w, self.z, self.x) } #[inline] fn wwzy(self) -> Vec4 { Vec4::new(self.w, self.w, self.z, self.y) } #[inline] fn wwzz(self) -> Vec4 { Vec4::new(self.w, self.w, self.z, self.z) } #[inline] fn wwzw(self) -> Vec4 { Vec4::new(self.w, self.w, self.z, self.w) } #[inline] fn wwwx(self) -> Vec4 { Vec4::new(self.w, self.w, self.w, self.x) } #[inline] fn wwwy(self) -> Vec4 { Vec4::new(self.w, self.w, self.w, self.y) } #[inline] fn wwwz(self) -> Vec4 { Vec4::new(self.w, self.w, self.w, self.z) } #[inline] fn wwww(self) -> Vec4 { Vec4::new(self.w, self.w, self.w, self.w) } }