Struct euclid::TypedVector3D
source · #[repr(C)]pub struct TypedVector3D<T, U> {
pub x: T,
pub y: T,
pub z: T,
/* private fields */
}
Expand description
A 3d Vector tagged with a unit.
Fields
x: T
y: T
z: T
Implementations
sourceimpl<T: Copy + Zero, U> TypedVector3D<T, U>
impl<T: Copy + Zero, U> TypedVector3D<T, U>
pub fn to_array_4d(&self) -> [T; 4]
sourceimpl<T, U> TypedVector3D<T, U>
impl<T, U> TypedVector3D<T, U>
sourceimpl<T: Copy, U> TypedVector3D<T, U>
impl<T: Copy, U> TypedVector3D<T, U>
sourcepub fn from_lengths(
x: Length<T, U>,
y: Length<T, U>,
z: Length<T, U>
) -> TypedVector3D<T, U>
pub fn from_lengths(
x: Length<T, U>,
y: Length<T, U>,
z: Length<T, U>
) -> TypedVector3D<T, U>
Constructor taking properly typed Lengths instead of scalar values.
sourcepub fn to_point(&self) -> TypedPoint3D<T, U>
pub fn to_point(&self) -> TypedPoint3D<T, U>
Cast this vector into a point.
Equivalent to adding this vector to the origin.
sourcepub fn xy(&self) -> TypedVector2D<T, U>
pub fn xy(&self) -> TypedVector2D<T, U>
Returns a 2d vector using this vector’s x and y coordinates
sourcepub fn xz(&self) -> TypedVector2D<T, U>
pub fn xz(&self) -> TypedVector2D<T, U>
Returns a 2d vector using this vector’s x and z coordinates
sourcepub fn yz(&self) -> TypedVector2D<T, U>
pub fn yz(&self) -> TypedVector2D<T, U>
Returns a 2d vector using this vector’s x and z coordinates
pub fn to_array(&self) -> [T; 3]
sourcepub fn to_untyped(&self) -> Vector3D<T>
pub fn to_untyped(&self) -> Vector3D<T>
Drop the units, preserving only the numeric value.
sourcepub fn from_untyped(p: &Vector3D<T>) -> Self
pub fn from_untyped(p: &Vector3D<T>) -> Self
Tag a unitless value with units.
sourcepub fn to_2d(&self) -> TypedVector2D<T, U>
pub fn to_2d(&self) -> TypedVector2D<T, U>
Convert into a 2d vector.
sourceimpl<T: Mul<T, Output = T> + Add<T, Output = T> + Sub<T, Output = T> + Copy, U> TypedVector3D<T, U>
impl<T: Mul<T, Output = T> + Add<T, Output = T> + Sub<T, Output = T> + Copy, U> TypedVector3D<T, U>
pub fn dot(self, other: Self) -> T
pub fn cross(self, other: Self) -> Self
pub fn normalize(self) -> Selfwhere
T: Float,
sourcepub fn robust_normalize(self) -> Selfwhere
T: Float,
pub fn robust_normalize(self) -> Selfwhere
T: Float,
Return the normalized vector even if the length is larger than the max value of Float.
pub fn square_length(&self) -> T
pub fn length(&self) -> Twhere
T: Float,
sourceimpl<T, U> TypedVector3D<T, U>where
T: Copy + One + Add<Output = T> + Sub<Output = T> + Mul<Output = T>,
impl<T, U> TypedVector3D<T, U>where
T: Copy + One + Add<Output = T> + Sub<Output = T> + Mul<Output = T>,
sourceimpl<T: Float, U> TypedVector3D<T, U>
impl<T: Float, U> TypedVector3D<T, U>
sourceimpl<T: Round, U> TypedVector3D<T, U>
impl<T: Round, U> TypedVector3D<T, U>
sourceimpl<T: Ceil, U> TypedVector3D<T, U>
impl<T: Ceil, U> TypedVector3D<T, U>
sourceimpl<T: Floor, U> TypedVector3D<T, U>
impl<T: Floor, U> TypedVector3D<T, U>
sourceimpl<T: NumCast + Copy, U> TypedVector3D<T, U>
impl<T: NumCast + Copy, U> TypedVector3D<T, U>
sourcepub fn cast<NewT: NumCast + Copy>(&self) -> TypedVector3D<NewT, U>
pub fn cast<NewT: NumCast + Copy>(&self) -> TypedVector3D<NewT, U>
Cast from one numeric representation to another, preserving the units.
When casting from floating vector to integer coordinates, the decimals are truncated
as one would expect from a simple cast, but this behavior does not always make sense
geometrically. Consider using round()
, ceil()
or floor()
before casting.
sourcepub fn try_cast<NewT: NumCast + Copy>(&self) -> Option<TypedVector3D<NewT, U>>
pub fn try_cast<NewT: NumCast + Copy>(&self) -> Option<TypedVector3D<NewT, U>>
Fallible cast from one numeric representation to another, preserving the units.
When casting from floating vector to integer coordinates, the decimals are truncated
as one would expect from a simple cast, but this behavior does not always make sense
geometrically. Consider using round()
, ceil()
or floor()
before casting.
sourcepub fn to_f32(&self) -> TypedVector3D<f32, U>
pub fn to_f32(&self) -> TypedVector3D<f32, U>
Cast into an f32
vector.
sourcepub fn to_f64(&self) -> TypedVector3D<f64, U>
pub fn to_f64(&self) -> TypedVector3D<f64, U>
Cast into an f64
vector.
sourcepub fn to_usize(&self) -> TypedVector3D<usize, U>
pub fn to_usize(&self) -> TypedVector3D<usize, U>
Cast into an usize
vector, truncating decimals if any.
When casting from floating vector vectors, it is worth considering whether
to round()
, ceil()
or floor()
before the cast in order to obtain
the desired conversion behavior.
sourcepub fn to_u32(&self) -> TypedVector3D<u32, U>
pub fn to_u32(&self) -> TypedVector3D<u32, U>
Cast into an u32
vector, truncating decimals if any.
When casting from floating vector vectors, it is worth considering whether
to round()
, ceil()
or floor()
before the cast in order to obtain
the desired conversion behavior.
sourcepub fn to_i32(&self) -> TypedVector3D<i32, U>
pub fn to_i32(&self) -> TypedVector3D<i32, U>
Cast into an i32
vector, truncating decimals if any.
When casting from floating vector vectors, it is worth considering whether
to round()
, ceil()
or floor()
before the cast in order to obtain
the desired conversion behavior.
sourcepub fn to_i64(&self) -> TypedVector3D<i64, U>
pub fn to_i64(&self) -> TypedVector3D<i64, U>
Cast into an i64
vector, truncating decimals if any.
When casting from floating vector vectors, it is worth considering whether
to round()
, ceil()
or floor()
before the cast in order to obtain
the desired conversion behavior.
sourceimpl<T, U> TypedVector3D<T, U>where
T: Signed,
impl<T, U> TypedVector3D<T, U>where
T: Signed,
sourceimpl<T: PartialOrd, U> TypedVector3D<T, U>
impl<T: PartialOrd, U> TypedVector3D<T, U>
pub fn greater_than(&self, other: &Self) -> BoolVector3D
pub fn lower_than(&self, other: &Self) -> BoolVector3D
sourceimpl<T: PartialEq, U> TypedVector3D<T, U>
impl<T: PartialEq, U> TypedVector3D<T, U>
pub fn equal(&self, other: &Self) -> BoolVector3D
pub fn not_equal(&self, other: &Self) -> BoolVector3D
Trait Implementations
sourceimpl<T: Copy + Add<T, Output = T>, U> Add<TypedVector3D<T, U>> for TypedPoint3D<T, U>
impl<T: Copy + Add<T, Output = T>, U> Add<TypedVector3D<T, U>> for TypedPoint3D<T, U>
type Output = TypedPoint3D<T, U>
type Output = TypedPoint3D<T, U>
+
operator.sourcefn add(self, other: TypedVector3D<T, U>) -> Self
fn add(self, other: TypedVector3D<T, U>) -> Self
+
operation. Read moresourceimpl<T: Copy + Add<T, Output = T>, U> Add<TypedVector3D<T, U>> for TypedVector3D<T, U>
impl<T: Copy + Add<T, Output = T>, U> Add<TypedVector3D<T, U>> for TypedVector3D<T, U>
type Output = TypedVector3D<T, U>
type Output = TypedVector3D<T, U>
+
operator.sourceimpl<T: Copy + Add<T, Output = T>, U> AddAssign<TypedVector3D<T, U>> for TypedPoint3D<T, U>
impl<T: Copy + Add<T, Output = T>, U> AddAssign<TypedVector3D<T, U>> for TypedPoint3D<T, U>
sourcefn add_assign(&mut self, other: TypedVector3D<T, U>)
fn add_assign(&mut self, other: TypedVector3D<T, U>)
+=
operation. Read moresourceimpl<T: Copy + Add<T, Output = T>, U> AddAssign<TypedVector3D<T, U>> for TypedVector3D<T, U>
impl<T: Copy + Add<T, Output = T>, U> AddAssign<TypedVector3D<T, U>> for TypedVector3D<T, U>
sourcefn add_assign(&mut self, other: Self)
fn add_assign(&mut self, other: Self)
+=
operation. Read moresourceimpl<T: Copy + ApproxEq<T>, U> ApproxEq<TypedVector3D<T, U>> for TypedVector3D<T, U>
impl<T: Copy + ApproxEq<T>, U> ApproxEq<TypedVector3D<T, U>> for TypedVector3D<T, U>
sourceimpl<T: Clone, U> Clone for TypedVector3D<T, U>
impl<T: Clone, U> Clone for TypedVector3D<T, U>
sourceimpl<T: Debug, U> Debug for TypedVector3D<T, U>
impl<T: Debug, U> Debug for TypedVector3D<T, U>
sourceimpl<T: Display, U> Display for TypedVector3D<T, U>
impl<T: Display, U> Display for TypedVector3D<T, U>
sourceimpl<T: Copy + Div<T, Output = T>, U> Div<T> for TypedVector3D<T, U>
impl<T: Copy + Div<T, Output = T>, U> Div<T> for TypedVector3D<T, U>
type Output = TypedVector3D<T, U>
type Output = TypedVector3D<T, U>
/
operator.sourceimpl<T: Copy + Div<T, Output = T>, U1, U2> Div<TypedScale<T, U1, U2>> for TypedVector3D<T, U2>
impl<T: Copy + Div<T, Output = T>, U1, U2> Div<TypedScale<T, U1, U2>> for TypedVector3D<T, U2>
type Output = TypedVector3D<T, U1>
type Output = TypedVector3D<T, U1>
/
operator.sourcefn div(self, scale: TypedScale<T, U1, U2>) -> Self::Output
fn div(self, scale: TypedScale<T, U1, U2>) -> Self::Output
/
operation. Read moresourceimpl<T: Copy + Div<T, Output = T>, U> DivAssign<T> for TypedVector3D<T, U>
impl<T: Copy + Div<T, Output = T>, U> DivAssign<T> for TypedVector3D<T, U>
sourcefn div_assign(&mut self, scale: T)
fn div_assign(&mut self, scale: T)
/=
operation. Read moresourceimpl<T: Copy, U> From<[T; 3]> for TypedVector3D<T, U>
impl<T: Copy, U> From<[T; 3]> for TypedVector3D<T, U>
sourceimpl<T, Src, Dst> From<TypedVector3D<T, Src>> for TypedTranslation3D<T, Src, Dst>where
T: Copy,
impl<T, Src, Dst> From<TypedVector3D<T, Src>> for TypedTranslation3D<T, Src, Dst>where
T: Copy,
sourcefn from(v: TypedVector3D<T, Src>) -> Self
fn from(v: TypedVector3D<T, Src>) -> Self
sourceimpl<T: Zero, U> From<TypedVector3D<T, U>> for HomogeneousVector<T, U>
impl<T: Zero, U> From<TypedVector3D<T, U>> for HomogeneousVector<T, U>
sourcefn from(v: TypedVector3D<T, U>) -> Self
fn from(v: TypedVector3D<T, U>) -> Self
sourceimpl<T, U> Hash for TypedVector3D<T, U>where
T: Hash,
impl<T, U> Hash for TypedVector3D<T, U>where
T: Hash,
sourceimpl<T: Copy, U> Into<[T; 3]> for TypedVector3D<T, U>
impl<T: Copy, U> Into<[T; 3]> for TypedVector3D<T, U>
sourceimpl<T, Src, Dst> Into<TypedVector3D<T, Src>> for TypedTranslation3D<T, Src, Dst>where
T: Copy,
impl<T, Src, Dst> Into<TypedVector3D<T, Src>> for TypedTranslation3D<T, Src, Dst>where
T: Copy,
sourcefn into(self) -> TypedVector3D<T, Src>
fn into(self) -> TypedVector3D<T, Src>
sourceimpl<T: Copy + Mul<T, Output = T>, U> Mul<T> for TypedVector3D<T, U>
impl<T: Copy + Mul<T, Output = T>, U> Mul<T> for TypedVector3D<T, U>
type Output = TypedVector3D<T, U>
type Output = TypedVector3D<T, U>
*
operator.sourceimpl<T: Copy + Mul<T, Output = T>, U1, U2> Mul<TypedScale<T, U1, U2>> for TypedVector3D<T, U1>
impl<T: Copy + Mul<T, Output = T>, U1, U2> Mul<TypedScale<T, U1, U2>> for TypedVector3D<T, U1>
type Output = TypedVector3D<T, U2>
type Output = TypedVector3D<T, U2>
*
operator.sourcefn mul(self, scale: TypedScale<T, U1, U2>) -> Self::Output
fn mul(self, scale: TypedScale<T, U1, U2>) -> Self::Output
*
operation. Read moresourceimpl<T: Copy + Mul<T, Output = T>, U> MulAssign<T> for TypedVector3D<T, U>
impl<T: Copy + Mul<T, Output = T>, U> MulAssign<T> for TypedVector3D<T, U>
sourcefn mul_assign(&mut self, scale: T)
fn mul_assign(&mut self, scale: T)
*=
operation. Read moresourceimpl<T: Copy + Neg<Output = T>, U> Neg for TypedVector3D<T, U>
impl<T: Copy + Neg<Output = T>, U> Neg for TypedVector3D<T, U>
type Output = TypedVector3D<T, U>
type Output = TypedVector3D<T, U>
-
operator.sourceimpl<T, U> PartialEq<TypedVector3D<T, U>> for TypedVector3D<T, U>where
T: PartialEq,
impl<T, U> PartialEq<TypedVector3D<T, U>> for TypedVector3D<T, U>where
T: PartialEq,
sourceimpl<T: Copy + Sub<T, Output = T>, U> Sub<TypedVector3D<T, U>> for TypedPoint3D<T, U>
impl<T: Copy + Sub<T, Output = T>, U> Sub<TypedVector3D<T, U>> for TypedPoint3D<T, U>
type Output = TypedPoint3D<T, U>
type Output = TypedPoint3D<T, U>
-
operator.sourcefn sub(self, other: TypedVector3D<T, U>) -> Self
fn sub(self, other: TypedVector3D<T, U>) -> Self
-
operation. Read moresourceimpl<T: Copy + Sub<T, Output = T>, U> Sub<TypedVector3D<T, U>> for TypedVector3D<T, U>
impl<T: Copy + Sub<T, Output = T>, U> Sub<TypedVector3D<T, U>> for TypedVector3D<T, U>
type Output = TypedVector3D<T, U>
type Output = TypedVector3D<T, U>
-
operator.sourceimpl<T: Copy + Sub<T, Output = T>, U> SubAssign<TypedVector3D<T, U>> for TypedPoint3D<T, U>
impl<T: Copy + Sub<T, Output = T>, U> SubAssign<TypedVector3D<T, U>> for TypedPoint3D<T, U>
sourcefn sub_assign(&mut self, other: TypedVector3D<T, U>)
fn sub_assign(&mut self, other: TypedVector3D<T, U>)
-=
operation. Read moresourceimpl<T: Copy + Sub<T, Output = T>, U> SubAssign<TypedVector3D<T, U>> for TypedVector3D<T, U>
impl<T: Copy + Sub<T, Output = T>, U> SubAssign<TypedVector3D<T, U>> for TypedVector3D<T, U>
sourcefn sub_assign(&mut self, other: Self)
fn sub_assign(&mut self, other: Self)
-=
operation. Read more