[][src]Struct euclid::Vector3D

#[repr(C)]
pub struct Vector3D<T, U> {
    pub x: T,
    pub y: T,
    pub z: T,
    // some fields omitted
}

A 3d Vector tagged with a unit.

Fields

x: Ty: Tz: T

Methods

impl<T: Copy + Zero, U> Vector3D<T, U>[src]

pub fn zero() -> Self[src]

Constructor, setting all components to zero.

pub fn to_array_4d(&self) -> [T; 4][src]

pub fn to_tuple_4d(&self) -> (T, T, T, T)[src]

impl<T, U> Vector3D<T, U>[src]

pub const fn new(x: T, y: T, z: T) -> Self[src]

Constructor taking scalar values directly.

impl<T: Copy, U> Vector3D<T, U>[src]

pub fn from_lengths(
    x: Length<T, U>,
    y: Length<T, U>,
    z: Length<T, U>
) -> Vector3D<T, U>
[src]

Constructor taking properly Lengths instead of scalar values.

pub fn to_point(&self) -> Point3D<T, U>[src]

Cast this vector into a point.

Equivalent to adding this vector to the origin.

pub fn xy(&self) -> Vector2D<T, U>[src]

Returns a 2d vector using this vector's x and y coordinates

pub fn xz(&self) -> Vector2D<T, U>[src]

Returns a 2d vector using this vector's x and z coordinates

pub fn yz(&self) -> Vector2D<T, U>[src]

Returns a 2d vector using this vector's x and z coordinates

pub fn to_array(&self) -> [T; 3][src]

pub fn to_tuple(&self) -> (T, T, T)[src]

pub fn to_untyped(&self) -> Vector3D<T, UnknownUnit>[src]

Drop the units, preserving only the numeric value.

pub fn from_untyped(p: Vector3D<T, UnknownUnit>) -> Self[src]

Tag a unitless value with units.

pub fn cast_unit<V>(&self) -> Vector3D<T, V>[src]

Cast the unit

pub fn to_2d(&self) -> Vector2D<T, U>[src]

Convert into a 2d vector.

impl<T, U> Vector3D<T, U> where
    T: Copy + Clone + Add<T, Output = T> + Mul<T, Output = T> + Div<T, Output = T> + Sub<T, Output = T> + Trig + PartialOrd + One + Zero + Neg<Output = T>, 
[src]

pub fn to_transform(&self) -> Transform3D<T, U, U>[src]

impl<T, U> Vector3D<T, U> where
    T: Copy + Mul<T, Output = T> + Add<T, Output = T> + Sub<T, Output = T> + Trig + Float
[src]

pub fn angle_to(&self, other: Self) -> Angle<T>[src]

Returns the positive angle between this vector and another vector.

The returned angle is between 0 and PI.

impl<T: Mul<T, Output = T> + Add<T, Output = T> + Sub<T, Output = T> + Copy, U> Vector3D<T, U>[src]

pub fn dot(self, other: Self) -> T[src]

pub fn cross(self, other: Self) -> Self[src]

pub fn normalize(self) -> Self where
    T: Float
[src]

pub fn robust_normalize(self) -> Self where
    T: Float
[src]

Return the normalized vector even if the length is larger than the max value of Float.

pub fn square_length(&self) -> T[src]

pub fn length(&self) -> T where
    T: Float
[src]

pub fn project_onto_vector(&self, onto: Self) -> Self where
    T: Div<T, Output = T>, 
[src]

Returns this vector projected onto another one.

Projecting onto a nil vector will cause a division by zero.

impl<T, U> Vector3D<T, U> where
    T: Copy + Mul<T, Output = T> + Add<T, Output = T> + Sub<T, Output = T> + PartialOrd + Float
[src]

pub fn with_max_length(&self, max_length: T) -> Self[src]

Return this vector capped to a maximum length.

pub fn with_min_length(&self, min_length: T) -> Self[src]

Return this vector with a minimum length applied.

pub fn clamp_length(&self, min: T, max: T) -> Self[src]

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>, 
[src]

pub fn lerp(&self, other: Self, t: T) -> Self[src]

Linearly interpolate between this vector and another vector.

t is expected to be between zero and one.

impl<T, U> Vector3D<T, U> where
    T: Copy + One + Mul<T, Output = T> + Add<T, Output = T> + Sub<T, Output = T>, 
[src]

pub fn reflect(&self, normal: Self) -> Self[src]

Returns a reflection vector using an incident ray and a surface normal.

impl<T: Float, U> Vector3D<T, U>[src]

pub fn min(self, other: Self) -> Self[src]

pub fn max(self, other: Self) -> Self[src]

pub fn clamp(&self, start: Self, end: Self) -> Self[src]

impl<T: Round, U> Vector3D<T, U>[src]

#[must_use] pub fn round(&self) -> Self[src]

Rounds each component to the nearest integer value.

This behavior is preserved for negative values (unlike the basic cast).

impl<T: Ceil, U> Vector3D<T, U>[src]

#[must_use] pub fn ceil(&self) -> Self[src]

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).

impl<T: Floor, U> Vector3D<T, U>[src]

#[must_use] pub fn floor(&self) -> Self[src]

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).

impl<T: NumCast + Copy, U> Vector3D<T, U>[src]

pub fn cast<NewT: NumCast + Copy>(&self) -> Vector3D<NewT, U>[src]

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 + Copy>(&self) -> Option<Vector3D<NewT, U>>[src]

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>[src]

Cast into an f32 vector.

pub fn to_f64(&self) -> Vector3D<f64, U>[src]

Cast into an f64 vector.

pub fn to_usize(&self) -> Vector3D<usize, U>[src]

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>[src]

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>[src]

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>[src]

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.

impl<T, U> Vector3D<T, U> where
    T: Signed
[src]

pub fn abs(&self) -> Self[src]

impl<T: PartialOrd, U> Vector3D<T, U>[src]

pub fn greater_than(&self, other: Self) -> BoolVector3D[src]

pub fn lower_than(&self, other: Self) -> BoolVector3D[src]

impl<T: PartialEq, U> Vector3D<T, U>[src]

pub fn equal(&self, other: Self) -> BoolVector3D[src]

pub fn not_equal(&self, other: Self) -> BoolVector3D[src]

Trait Implementations

impl<T: Copy + ApproxEq<T>, U> ApproxEq<Vector3D<T, U>> for Vector3D<T, U>[src]

impl<T: Zero, U> From<Vector3D<T, U>> for HomogeneousVector<T, U>[src]

impl<T: Float + ApproxEq<T>, Src, Dst> From<Vector3D<T, Dst>> for RigidTransform3D<T, Src, Dst>[src]

impl<T, Src, Dst> From<Vector3D<T, Src>> for Translation3D<T, Src, Dst> where
    T: Copy
[src]

impl<T: Copy, U> From<[T; 3]> for Vector3D<T, U>[src]

impl<T: Copy, U> From<(T, T, T)> for Vector3D<T, U>[src]

impl<T: Display, U> Display for Vector3D<T, U>[src]

impl<T: Debug, U> Debug for Vector3D<T, U>[src]

impl<T: Copy + Div<T, Output = T>, U> Div<T> for Vector3D<T, U>[src]

type Output = Self

The resulting type after applying the / operator.

impl<T: Copy + Div<T, Output = T>, U1, U2> Div<Scale<T, U1, U2>> for Vector3D<T, U2>[src]

type Output = Vector3D<T, U1>

The resulting type after applying the / operator.

impl<T: Copy + Sub<T, Output = T>, U> Sub<Vector3D<T, U>> for Point3D<T, U>[src]

type Output = Self

The resulting type after applying the - operator.

impl<T: Copy + Sub<T, Output = T>, U> Sub<Vector3D<T, U>> for Vector3D<T, U>[src]

type Output = Self

The resulting type after applying the - operator.

impl<T, U> PartialEq<Vector3D<T, U>> for Vector3D<T, U> where
    T: PartialEq
[src]

impl<T, U> Eq for Vector3D<T, U> where
    T: Eq
[src]

impl<T: Copy + Add<T, Output = T>, U> Add<Vector3D<T, U>> for Point3D<T, U>[src]

type Output = Self

The resulting type after applying the + operator.

impl<T: Copy + Add<T, Output = T>, U> Add<Vector3D<T, U>> for Vector3D<T, U>[src]

type Output = Self

The resulting type after applying the + operator.

impl<T: Copy + Mul<T, Output = T>, U> Mul<T> for Vector3D<T, U>[src]

type Output = Self

The resulting type after applying the * operator.

impl<T: Copy + Mul<T, Output = T>, U1, U2> Mul<Scale<T, U1, U2>> for Vector3D<T, U1>[src]

type Output = Vector3D<T, U2>

The resulting type after applying the * operator.

impl<T: Copy + Neg<Output = T>, U> Neg for Vector3D<T, U>[src]

type Output = Self

The resulting type after applying the - operator.

impl<T: Copy + Add<T, Output = T>, U> AddAssign<Vector3D<T, U>> for Point3D<T, U>[src]

impl<T: Copy + Add<T, Output = T>, U> AddAssign<Vector3D<T, U>> for Vector3D<T, U>[src]

impl<T: Copy + Sub<T, Output = T>, U> SubAssign<Vector3D<T, U>> for Point3D<T, U>[src]

impl<T: Copy + Sub<T, Output = T>, U> SubAssign<Vector3D<T, U>> for Vector3D<T, U>[src]

impl<T: Copy + Mul<T, Output = T>, U> MulAssign<T> for Vector3D<T, U>[src]

impl<T: Copy + Div<T, Output = T>, U> DivAssign<T> for Vector3D<T, U>[src]

impl<T, U> Hash for Vector3D<T, U> where
    T: Hash
[src]

impl<T: Copy, U> Copy for Vector3D<T, U>[src]

impl<T, Src, Dst> Into<Vector3D<T, Src>> for Translation3D<T, Src, Dst> where
    T: Copy
[src]

impl<T: Copy, U> Into<[T; 3]> for Vector3D<T, U>[src]

impl<T: Copy, U> Into<(T, T, T)> for Vector3D<T, U>[src]

impl<T: Clone, U> Clone for Vector3D<T, U>[src]

impl<T: Default, U> Default for Vector3D<T, U>[src]

Auto Trait Implementations

impl<T, U> Unpin for Vector3D<T, U> where
    T: Unpin,
    U: Unpin

impl<T, U> Send for Vector3D<T, U> where
    T: Send,
    U: Send

impl<T, U> Sync for Vector3D<T, U> where
    T: Sync,
    U: Sync

impl<T, U> UnwindSafe for Vector3D<T, U> where
    T: UnwindSafe,
    U: UnwindSafe

impl<T, U> RefUnwindSafe for Vector3D<T, U> where
    T: RefUnwindSafe,
    U: RefUnwindSafe

Blanket Implementations

impl<T> From<T> for T[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T> ToString for T where
    T: Display + ?Sized
[src]