[][src]Struct euclid::Point3D

#[repr(C)]
pub struct Point3D<T, U> {
    pub x: T,
    pub y: T,
    pub z: T,
    // some fields omitted
}

A 3d Point tagged with a unit.

Fields

x: Ty: Tz: T

Methods

impl<T: Copy + Zero, U> Point3D<T, U>[src]

pub fn origin() -> Self[src]

Constructor, setting all components to zero.

pub fn zero() -> Self[src]

impl<T: Copy + One, U> Point3D<T, U>[src]

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

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

impl<T, U> Point3D<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 point and another point.

t is expected to be between zero and one.

impl<T, U> Point3D<T, U>[src]

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

Constructor taking scalar values directly.

impl<T: Copy, U> Point3D<T, U>[src]

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

Constructor taking properly Lengths instead of scalar values.

pub fn to_vector(&self) -> Vector3D<T, U>[src]

Cast this point into a vector.

Equivalent to subtracting the origin to this point.

pub fn xy(&self) -> Point2D<T, U>[src]

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

pub fn xz(&self) -> Point2D<T, U>[src]

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

pub fn yz(&self) -> Point2D<T, U>[src]

Returns a 2d point using this point'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) -> Point3D<T, UnknownUnit>[src]

Drop the units, preserving only the numeric value.

pub fn from_untyped(p: Point3D<T, UnknownUnit>) -> Self[src]

Tag a unitless value with units.

pub fn cast_unit<V>(&self) -> Point3D<T, V>[src]

Cast the unit

pub fn to_2d(&self) -> Point2D<T, U>[src]

Convert into a 2d point.

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

pub fn add_size(&self, other: &Size3D<T, U>) -> Self[src]

impl<T: Float, U> Point3D<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> Point3D<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> Point3D<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> Point3D<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> Point3D<T, U>[src]

pub fn cast<NewT: NumCast + Copy>(&self) -> Point3D<NewT, U>[src]

Cast from one numeric representation to another, preserving the units.

When casting from floating point 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<Point3D<NewT, U>>[src]

Fallible cast from one numeric representation to another, preserving the units.

When casting from floating point 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) -> Point3D<f32, U>[src]

Cast into an f32 point.

pub fn to_f64(&self) -> Point3D<f64, U>[src]

Cast into an f64 point.

pub fn to_usize(&self) -> Point3D<usize, U>[src]

Cast into an usize point, truncating decimals if any.

When casting from floating point points, 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) -> Point3D<u32, U>[src]

Cast into an u32 point, truncating decimals if any.

When casting from floating point points, 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) -> Point3D<i32, U>[src]

Cast into an i32 point, truncating decimals if any.

When casting from floating point points, 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) -> Point3D<i64, U>[src]

Cast into an i64 point, truncating decimals if any.

When casting from floating point points, 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: Copy + ApproxEq<T>, U> ApproxEq<Point3D<T, U>> for Point3D<T, U>[src]

impl<T: One, U> From<Point3D<T, U>> for HomogeneousVector<T, U>[src]

impl<T: Copy, U> From<[T; 3]> for Point3D<T, U>[src]

impl<T: Copy, U> From<(T, T, T)> for Point3D<T, U>[src]

impl<T: Debug, U> Debug for Point3D<T, U>[src]

impl<T: Display, U> Display for Point3D<T, U>[src]

impl<T: Copy + Div<T, Output = T>, U> Div<T> for Point3D<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 Point3D<T, U2>[src]

type Output = Point3D<T, U1>

The resulting type after applying the / operator.

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

type Output = Vector3D<T, U>

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, U> PartialEq<Point3D<T, U>> for Point3D<T, U> where
    T: PartialEq
[src]

impl<T, U> Eq for Point3D<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 + Mul<T, Output = T>, U> Mul<T> for Point3D<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 Point3D<T, U1>[src]

type Output = Point3D<T, U2>

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

impl<T, U> Hash for Point3D<T, U> where
    T: Hash
[src]

impl<T: Copy, U> Copy for Point3D<T, U>[src]

impl<T: Copy, U> Into<[T; 3]> for Point3D<T, U>[src]

impl<T: Copy, U> Into<(T, T, T)> for Point3D<T, U>[src]

impl<T: Clone, U> Clone for Point3D<T, U>[src]

impl<T: Copy + Default, U> Default for Point3D<T, U>[src]

Auto Trait Implementations

impl<T, U> Unpin for Point3D<T, U> where
    T: Unpin,
    U: Unpin

impl<T, U> Send for Point3D<T, U> where
    T: Send,
    U: Send

impl<T, U> Sync for Point3D<T, U> where
    T: Sync,
    U: Sync

impl<T, U> UnwindSafe for Point3D<T, U> where
    T: UnwindSafe,
    U: UnwindSafe

impl<T, U> RefUnwindSafe for Point3D<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 = !

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]