[−][src]Struct euclid::Vector3D
A 3d Vector tagged with a unit.
Fields
x: T
The x
(traditionally, horizontal) coordinate.
y: T
The y
(traditionally, vertical) coordinate.
z: T
The z
(traditionally, depth) coordinate.
Implementations
impl<T, U> Vector3D<T, U>
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pub fn zero() -> Self where
T: Zero,
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T: Zero,
Constructor, setting all components to zero.
pub const fn new(x: T, y: T, z: T) -> Self
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Constructor taking scalar values directly.
pub fn from_lengths(
x: Length<T, U>,
y: Length<T, U>,
z: Length<T, U>
) -> Vector3D<T, U>
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x: Length<T, U>,
y: Length<T, U>,
z: Length<T, U>
) -> Vector3D<T, U>
Constructor taking properly Lengths instead of scalar values.
pub fn from_untyped(p: Vector3D<T, UnknownUnit>) -> Self
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Tag a unitless value with units.
pub fn abs(&self) -> Self where
T: Signed,
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T: Signed,
Computes the vector with absolute values of each component.
Example
enum U {} assert_eq!(vec3::<_, U>(-1, 0, 2).abs(), vec3(1, 0, 2)); let vec = vec3::<_, U>(f32::NAN, 0.0, -f32::MAX).abs(); assert!(vec.x.is_nan()); assert_eq!(vec.y, 0.0); assert_eq!(vec.z, f32::MAX);
Panics
The behavior for each component follows the scalar type's implementation of
num_traits::Signed::abs
.
pub fn dot(self, other: Self) -> T where
T: Add<Output = T> + Mul<Output = T>,
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T: Add<Output = T> + Mul<Output = T>,
Dot product.
impl<T: Copy, U> Vector3D<T, U>
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pub fn cross(self, other: Self) -> Self where
T: Sub<Output = T> + Mul<Output = T>,
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T: Sub<Output = T> + Mul<Output = T>,
Cross product.
pub fn to_point(&self) -> Point3D<T, U>
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Cast this vector into a point.
Equivalent to adding this vector to the origin.
pub fn xy(&self) -> Vector2D<T, U>
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Returns a 2d vector using this vector's x and y coordinates
pub fn xz(&self) -> Vector2D<T, U>
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Returns a 2d vector using this vector's x and z coordinates
pub fn yz(&self) -> Vector2D<T, U>
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Returns a 2d vector using this vector's x and z coordinates
pub fn to_array(&self) -> [T; 3]
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Cast into an array with x, y and z.
pub fn to_array_4d(&self) -> [T; 4] where
T: Zero,
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T: Zero,
Cast into an array with x, y, z and 0.
pub fn to_tuple(&self) -> (T, T, T)
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Cast into a tuple with x, y and z.
pub fn to_tuple_4d(&self) -> (T, T, T, T) where
T: Zero,
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T: Zero,
Cast into a tuple with x, y, z and 0.
pub fn to_untyped(&self) -> Vector3D<T, UnknownUnit>
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Drop the units, preserving only the numeric value.
pub fn cast_unit<V>(&self) -> Vector3D<T, V>
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Cast the unit.
pub fn to_2d(&self) -> Vector2D<T, U>
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Convert into a 2d vector.
pub fn round(&self) -> Self where
T: Round,
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T: Round,
Rounds each component to the nearest integer value.
This behavior is preserved for negative values (unlike the basic cast).
enum Mm {} assert_eq!(vec3::<_, Mm>(-0.1, -0.8, 0.4).round(), vec3::<_, Mm>(0.0, -1.0, 0.0))
pub fn ceil(&self) -> Self where
T: Ceil,
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T: Ceil,
Rounds each component to the smallest integer equal or greater than the original value.
This behavior is preserved for negative values (unlike the basic cast).
enum Mm {} assert_eq!(vec3::<_, Mm>(-0.1, -0.8, 0.4).ceil(), vec3::<_, Mm>(0.0, 0.0, 1.0))
pub fn floor(&self) -> Self where
T: Floor,
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T: Floor,
Rounds each component to the biggest integer equal or lower than the original value.
This behavior is preserved for negative values (unlike the basic cast).
enum Mm {} assert_eq!(vec3::<_, Mm>(-0.1, -0.8, 0.4).floor(), vec3::<_, Mm>(-1.0, -1.0, 0.0))
pub fn to_transform(&self) -> Transform3D<T, U, U> where
T: Zero + One,
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T: Zero + One,
Creates translation by this vector in vector units
impl<T, U> Vector3D<T, U> where
T: Copy + Mul<T, Output = T> + Add<T, Output = T>,
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T: Copy + Mul<T, Output = T> + Add<T, Output = T>,
pub fn square_length(&self) -> T
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Returns the vector's length squared.
pub fn project_onto_vector(&self, onto: Self) -> Self where
T: Sub<T, Output = T> + Div<T, Output = T>,
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T: Sub<T, Output = T> + Div<T, Output = T>,
Returns this vector projected onto another one.
Projecting onto a nil vector will cause a division by zero.
impl<T: Float, U> Vector3D<T, U>
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pub fn angle_to(&self, other: Self) -> Angle<T> where
T: Trig,
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T: Trig,
Returns the positive angle between this vector and another vector.
The returned angle is between 0 and PI.
pub fn length(&self) -> T
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Returns the vector length.
pub fn normalize(self) -> Self
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Returns the vector with length of one unit
pub fn try_normalize(self) -> Option<Self>
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Returns the vector with length of one unit.
Unlike Vector2D::normalize
, this returns None in the case that the
length of the vector is zero.
pub fn robust_normalize(self) -> Self
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Return the normalized vector even if the length is larger than the max value of Float.
pub fn with_max_length(&self, max_length: T) -> Self
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Return this vector capped to a maximum length.
pub fn with_min_length(&self, min_length: T) -> Self
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Return this vector with a minimum length applied.
pub fn clamp_length(&self, min: T, max: T) -> Self
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Return this vector with minimum and maximum lengths applied.
impl<T, U> Vector3D<T, U> where
T: Copy + One + Add<Output = T> + Sub<Output = T> + Mul<Output = T>,
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T: Copy + One + Add<Output = T> + Sub<Output = T> + Mul<Output = T>,
pub fn lerp(&self, other: Self, t: T) -> Self
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Linearly interpolate each component between this vector and another vector.
Example
use euclid::vec3; use euclid::default::Vector3D; let from: Vector3D<_> = vec3(0.0, 10.0, -1.0); let to: Vector3D<_> = vec3(8.0, -4.0, 0.0); assert_eq!(from.lerp(to, -1.0), vec3(-8.0, 24.0, -2.0)); assert_eq!(from.lerp(to, 0.0), vec3( 0.0, 10.0, -1.0)); assert_eq!(from.lerp(to, 0.5), vec3( 4.0, 3.0, -0.5)); assert_eq!(from.lerp(to, 1.0), vec3( 8.0, -4.0, 0.0)); assert_eq!(from.lerp(to, 2.0), vec3(16.0, -18.0, 1.0));
pub fn reflect(&self, normal: Self) -> Self
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Returns a reflection vector using an incident ray and a surface normal.
impl<T: PartialOrd, U> Vector3D<T, U>
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pub fn min(self, other: Self) -> Self
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Returns the vector each component of which are minimum of this vector and another.
pub fn max(self, other: Self) -> Self
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Returns the vector each component of which are maximum of this vector and another.
pub fn clamp(&self, start: Self, end: Self) -> Self where
T: Copy,
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T: Copy,
Returns the vector each component of which is clamped by corresponding
components of start
and end
.
Shortcut for self.max(start).min(end)
.
pub fn greater_than(&self, other: Self) -> BoolVector3D
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Returns vector with results of "greater than" operation on each component.
pub fn lower_than(&self, other: Self) -> BoolVector3D
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Returns vector with results of "lower than" operation on each component.
impl<T: PartialEq, U> Vector3D<T, U>
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pub fn equal(&self, other: Self) -> BoolVector3D
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Returns vector with results of "equal" operation on each component.
pub fn not_equal(&self, other: Self) -> BoolVector3D
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Returns vector with results of "not equal" operation on each component.
impl<T: NumCast + Copy, U> Vector3D<T, U>
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pub fn cast<NewT: NumCast>(&self) -> Vector3D<NewT, U>
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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.
pub fn try_cast<NewT: NumCast>(&self) -> Option<Vector3D<NewT, U>>
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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.
pub fn to_f32(&self) -> Vector3D<f32, U>
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Cast into an f32
vector.
pub fn to_f64(&self) -> Vector3D<f64, U>
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Cast into an f64
vector.
pub fn to_usize(&self) -> Vector3D<usize, U>
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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.
pub fn to_u32(&self) -> Vector3D<u32, U>
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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.
pub fn to_i32(&self) -> Vector3D<i32, U>
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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.
pub fn to_i64(&self) -> Vector3D<i64, U>
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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.
Trait Implementations
impl<T: Add, U> Add<Vector3D<T, U>> for Point3D<T, U>
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impl<T: Add, U> Add<Vector3D<T, U>> for Vector3D<T, U>
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impl<T: Copy + Add<T, Output = T>, U> AddAssign<Vector3D<T, U>> for Point3D<T, U>
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impl<T: Copy + Add<T, Output = T>, U> AddAssign<Vector3D<T, U>> for Vector3D<T, U>
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impl<T: ApproxEq<T>, U> ApproxEq<Vector3D<T, U>> for Vector3D<T, U>
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impl<T: Ceil, U> Ceil for Vector3D<T, U>
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impl<T: Clone, U> Clone for Vector3D<T, U>
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impl<T: Copy, U> Copy for Vector3D<T, U>
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impl<T: Debug, U> Debug for Vector3D<T, U>
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impl<T: Default, U> Default for Vector3D<T, U>
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impl<T: Display, U> Display for Vector3D<T, U>
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impl<T: Clone + Div, U1, U2> Div<Scale<T, U1, U2>> for Vector3D<T, U2>
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impl<T: Clone + Div, U> Div<T> for Vector3D<T, U>
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impl<T: Clone + DivAssign, U> DivAssign<Scale<T, U, U>> for Vector3D<T, U>
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impl<T: Copy + Div<T, Output = T>, U> DivAssign<T> for Vector3D<T, U>
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impl<T: Eq, U> Eq for Vector3D<T, U>
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impl<T: Floor, U> Floor for Vector3D<T, U>
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impl<T, U> From<[T; 3]> for Vector3D<T, U>
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impl<T, U> From<(T, T, T)> for Vector3D<T, U>
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impl<T: Float + ApproxEq<T>, Src, Dst> From<Vector3D<T, Dst>> for RigidTransform3D<T, Src, Dst>
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impl<T, Src, Dst> From<Vector3D<T, Src>> for Translation3D<T, Src, Dst>
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impl<T: Zero, U> From<Vector3D<T, U>> for HomogeneousVector<T, U>
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impl<T, U> From<Vector3D<T, U>> for Size3D<T, U>
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impl<T: Hash, U> Hash for Vector3D<T, U>
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impl<T, U> Into<[T; 3]> for Vector3D<T, U>
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impl<T, U> Into<(T, T, T)> for Vector3D<T, U>
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impl<T, Src, Dst> Into<Vector3D<T, Src>> for Translation3D<T, Src, Dst>
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impl<T: Clone + Mul, U1, U2> Mul<Scale<T, U1, U2>> for Vector3D<T, U1>
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impl<T: Clone + Mul, U> Mul<T> for Vector3D<T, U>
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impl<T: Clone + MulAssign, U> MulAssign<Scale<T, U, U>> for Vector3D<T, U>
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impl<T: Copy + Mul<T, Output = T>, U> MulAssign<T> for Vector3D<T, U>
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impl<T: Neg, U> Neg for Vector3D<T, U>
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impl<T: PartialEq, U> PartialEq<Vector3D<T, U>> for Vector3D<T, U>
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impl<T: Round, U> Round for Vector3D<T, U>
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impl<T: Sub, U> Sub<Vector3D<T, U>> for Point3D<T, U>
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impl<T: Sub, U> Sub<Vector3D<T, U>> for Vector3D<T, U>
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impl<T: Copy + Sub<T, Output = T>, U> SubAssign<Vector3D<T, U>> for Point3D<T, U>
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impl<T: Copy + Sub<T, Output = T>, U> SubAssign<Vector3D<T, U>> for Vector3D<T, U>
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impl<T: Zero, U> Zero for Vector3D<T, U>
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Auto Trait Implementations
impl<T, U> RefUnwindSafe for Vector3D<T, U> where
T: RefUnwindSafe,
U: RefUnwindSafe,
T: RefUnwindSafe,
U: RefUnwindSafe,
impl<T, U> Send for Vector3D<T, U> where
T: Send,
U: Send,
T: Send,
U: Send,
impl<T, U> Sync for Vector3D<T, U> where
T: Sync,
U: Sync,
T: Sync,
U: Sync,
impl<T, U> Unpin for Vector3D<T, U> where
T: Unpin,
U: Unpin,
T: Unpin,
U: Unpin,
impl<T, U> UnwindSafe for Vector3D<T, U> where
T: UnwindSafe,
U: UnwindSafe,
T: UnwindSafe,
U: UnwindSafe,
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
impl<T> ToString for T where
T: Display + ?Sized,
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T: Display + ?Sized,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
impl<T> Zero for T where
T: Zero,
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T: Zero,