gfxmath-vec3 0.1.0

A simple 3D math library
Documentation
use core::ops::SubAssign;
use crate::Vec3;

impl <T> SubAssign for Vec3<T> where T: SubAssign<T> + Copy {
    /// 
    /// ```
    /// use gfxmath_vec3::Vec3;
    /// 
    /// let mut a = Vec3::<f32>::new(0.5, 2.5, -2.5);
    /// let mut b = Vec3::<f32>::new(1.5, 2.5,  2.0);
    /// a -= b;
    /// 
    /// assert_eq!(-1.0, a.x);
    /// assert_eq!( 0.0, a.y);
    /// assert_eq!(-4.5, a.z);
    /// ```
    fn sub_assign(&mut self, rhs: Vec3<T>) {
        let l = self.as_mut_slice();
        let r = rhs.as_slice();

        l[0] -= r[0];
        l[1] -= r[1];
        l[2] -= r[2];
    }
}

impl <T> SubAssign<&Self> for Vec3<T> where T: SubAssign<T> + Copy {
    /// 
    /// ```
    /// use gfxmath_vec3::Vec3;
    /// 
    /// let mut a = Vec3::<f32>::new(0.5, 2.5, -2.5);
    /// let mut b = Vec3::<f32>::new(1.5, 2.5,  2.0);
    /// a -= &b;
    /// 
    /// assert_eq!(-1.0, a.x);
    /// assert_eq!( 0.0, a.y);
    /// assert_eq!(-4.5, a.z);
    /// 
    /// assert_eq!(1.5, b.x);
    /// assert_eq!(2.5, b.y);
    /// assert_eq!(2.0, b.z);
    /// ```
    fn sub_assign(&mut self, rhs: &Self) {
        let l = self.as_mut_slice();
        let r = rhs.as_slice();

        l[0] -= r[0];
        l[1] -= r[1];
        l[2] -= r[2];
    }
}