Struct euclid::Vector3D [−][src]
#[repr(C)]pub struct Vector3D<T, U> { pub x: T, pub y: T, pub z: T, // some fields omitted }
Expand description
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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impl<T, U> Vector3D<T, U>
[src]pub fn splat(v: T) -> Self where
T: Clone,
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pub fn splat(v: T) -> Self where
T: Clone,
[src]Constructor setting all components to the same value.
pub fn from_lengths(
x: Length<T, U>,
y: Length<T, U>,
z: Length<T, U>
) -> Vector3D<T, U>
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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 from_untyped(p: Vector3D<T, UnknownUnit>) -> Self
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pub fn from_untyped(p: Vector3D<T, UnknownUnit>) -> Self
[src]Tag a unitless value with units.
pub fn abs(self) -> Self where
T: Signed,
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pub fn abs(self) -> Self where
T: Signed,
[src]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
.
impl<T: Copy, U> Vector3D<T, U>
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impl<T: Copy, U> Vector3D<T, U>
[src]pub fn cross(self, other: Self) -> Self where
T: Sub<Output = T> + Mul<Output = T>,
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pub fn cross(self, other: Self) -> Self where
T: Sub<Output = T> + Mul<Output = T>,
[src]Cross product.
pub fn component_mul(self, other: Self) -> Self where
T: Mul<Output = T>,
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pub fn component_mul(self, other: Self) -> Self where
T: Mul<Output = T>,
[src]Returns the component-wise multiplication of the two vectors.
pub fn component_div(self, other: Self) -> Self where
T: Div<Output = T>,
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pub fn component_div(self, other: Self) -> Self where
T: Div<Output = T>,
[src]Returns the component-wise division of the two vectors.
pub fn to_point(self) -> Point3D<T, U>
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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 to_array_4d(self) -> [T; 4] where
T: Zero,
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pub fn to_array_4d(self) -> [T; 4] where
T: Zero,
[src]Cast into an array with x, y, z and 0.
pub fn to_tuple_4d(self) -> (T, T, T, T) where
T: Zero,
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pub fn to_tuple_4d(self) -> (T, T, T, T) where
T: Zero,
[src]Cast into a tuple with x, y, z and 0.
pub fn to_untyped(self) -> Vector3D<T, UnknownUnit>
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pub fn to_untyped(self) -> Vector3D<T, UnknownUnit>
[src]Drop the units, preserving only the numeric value.
#[must_use]pub fn round(self) -> Self where
T: Round,
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#[must_use]pub fn round(self) -> Self where
T: Round,
[src]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))
#[must_use]pub fn ceil(self) -> Self where
T: Ceil,
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#[must_use]pub fn ceil(self) -> Self where
T: Ceil,
[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).
enum Mm {} assert_eq!(vec3::<_, Mm>(-0.1, -0.8, 0.4).ceil(), vec3::<_, Mm>(0.0, 0.0, 1.0))
#[must_use]pub fn floor(self) -> Self where
T: Floor,
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#[must_use]pub fn floor(self) -> Self where
T: Floor,
[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).
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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pub fn to_transform(self) -> Transform3D<T, U, U> where
T: Zero + One,
[src]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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impl<T, U> Vector3D<T, U> where
T: Copy + Mul<T, Output = T> + Add<T, Output = T>,
[src]pub fn square_length(self) -> T
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pub fn square_length(self) -> T
[src]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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pub fn project_onto_vector(self, onto: Self) -> Self where
T: Sub<T, Output = 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: Float, U> Vector3D<T, U>
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impl<T: Float, U> Vector3D<T, U>
[src]pub fn angle_to(self, other: Self) -> Angle<T> where
T: Trig,
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pub fn angle_to(self, other: Self) -> Angle<T> where
T: Trig,
[src]Returns the positive angle between this vector and another vector.
The returned angle is between 0 and PI.
#[must_use]pub fn try_normalize(self) -> Option<Self>
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#[must_use]pub fn try_normalize(self) -> Option<Self>
[src]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.
#[must_use]pub fn robust_normalize(self) -> Self
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#[must_use]pub fn robust_normalize(self) -> Self
[src]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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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
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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
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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>,
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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
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pub fn lerp(self, other: Self, t: T) -> Self
[src]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));
impl<T: PartialOrd, U> Vector3D<T, U>
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impl<T: PartialOrd, U> Vector3D<T, U>
[src]pub fn min(self, other: Self) -> Self
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pub fn min(self, other: Self) -> Self
[src]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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pub fn max(self, other: Self) -> Self
[src]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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pub fn clamp(self, start: Self, end: Self) -> Self where
T: Copy,
[src]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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pub fn greater_than(self, other: Self) -> BoolVector3D
[src]Returns vector with results of “greater than” operation on each component.
pub fn lower_than(self, other: Self) -> BoolVector3D
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pub fn lower_than(self, other: Self) -> BoolVector3D
[src]Returns vector with results of “lower than” operation on each component.
impl<T: PartialEq, U> Vector3D<T, U>
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impl<T: PartialEq, U> Vector3D<T, U>
[src]pub fn equal(self, other: Self) -> BoolVector3D
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pub fn equal(self, other: Self) -> BoolVector3D
[src]Returns vector with results of “equal” operation on each component.
pub fn not_equal(self, other: Self) -> BoolVector3D
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pub fn not_equal(self, other: Self) -> BoolVector3D
[src]Returns vector with results of “not equal” operation on each component.
impl<T: NumCast + Copy, U> Vector3D<T, U>
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impl<T: NumCast + Copy, U> Vector3D<T, U>
[src]pub fn cast<NewT: NumCast>(self) -> Vector3D<NewT, U>
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pub fn cast<NewT: NumCast>(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>(self) -> Option<Vector3D<NewT, U>>
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pub fn try_cast<NewT: NumCast>(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_usize(self) -> Vector3D<usize, U>
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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>
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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.
Trait Implementations
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 Point3D<T, U>
[src]fn add_assign(&mut self, other: Vector3D<T, U>)
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fn add_assign(&mut self, other: Vector3D<T, U>)
[src]Performs the +=
operation. Read more
impl<T: Copy + Add<T, Output = T>, U> AddAssign<Vector3D<T, U>> for Vector3D<T, U>
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impl<T: Copy + Add<T, Output = T>, U> AddAssign<Vector3D<T, U>> for Vector3D<T, U>
[src]fn add_assign(&mut self, other: Self)
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fn add_assign(&mut self, other: Self)
[src]Performs the +=
operation. Read more
impl<T: ApproxEq<T>, U> ApproxEq<Vector3D<T, U>> for Vector3D<T, U>
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impl<T: ApproxEq<T>, U> ApproxEq<Vector3D<T, U>> for Vector3D<T, U>
[src]fn approx_epsilon() -> Self
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fn approx_epsilon() -> Self
[src]Default epsilon value
impl<T: Copy + DivAssign, U> DivAssign<Scale<T, U, U>> for Vector3D<T, U>
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impl<T: Copy + DivAssign, U> DivAssign<Scale<T, U, U>> for Vector3D<T, U>
[src]fn div_assign(&mut self, scale: Scale<T, U, U>)
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fn div_assign(&mut self, scale: Scale<T, U, U>)
[src]Performs the /=
operation. Read more
impl<T: Copy + Div<T, Output = T>, U> DivAssign<T> for Vector3D<T, U>
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impl<T: Copy + Div<T, Output = T>, U> DivAssign<T> for Vector3D<T, U>
[src]fn div_assign(&mut self, scale: T)
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fn div_assign(&mut self, scale: T)
[src]Performs the /=
operation. Read more
impl<T: Float + ApproxEq<T>, Src, Dst> From<Vector3D<T, Dst>> for RigidTransform3D<T, Src, Dst>
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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>
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impl<T, Src, Dst> From<Vector3D<T, Src>> for Translation3D<T, Src, Dst>
[src]impl<T: Zero, U> From<Vector3D<T, U>> for HomogeneousVector<T, U>
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impl<T: Zero, U> From<Vector3D<T, U>> for HomogeneousVector<T, U>
[src]impl<T, Src, Dst> Into<Vector3D<T, Src>> for Translation3D<T, Src, Dst>
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impl<T, Src, Dst> Into<Vector3D<T, Src>> for Translation3D<T, Src, Dst>
[src]impl<T: Copy + MulAssign, U> MulAssign<Scale<T, U, U>> for Vector3D<T, U>
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impl<T: Copy + MulAssign, U> MulAssign<Scale<T, U, U>> for Vector3D<T, U>
[src]fn mul_assign(&mut self, scale: Scale<T, U, U>)
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fn mul_assign(&mut self, scale: Scale<T, U, U>)
[src]Performs the *=
operation. Read more
impl<T: Copy + Mul<T, Output = T>, U> MulAssign<T> for Vector3D<T, U>
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impl<T: Copy + Mul<T, Output = T>, U> MulAssign<T> for Vector3D<T, U>
[src]fn mul_assign(&mut self, scale: T)
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fn mul_assign(&mut self, scale: T)
[src]Performs the *=
operation. Read more
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 Point3D<T, U>
[src]fn sub_assign(&mut self, other: Vector3D<T, U>)
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fn sub_assign(&mut self, other: Vector3D<T, U>)
[src]Performs the -=
operation. Read more
impl<T: Copy + Sub<T, Output = T>, U> SubAssign<Vector3D<T, U>> for Vector3D<T, U>
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impl<T: Copy + Sub<T, Output = T>, U> SubAssign<Vector3D<T, U>> for Vector3D<T, U>
[src]fn sub_assign(&mut self, other: Self)
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fn sub_assign(&mut self, other: Self)
[src]Performs the -=
operation. Read more
impl<'a, T: 'a + Add<Output = T> + Copy + Zero, U: 'a> Sum<&'a Vector3D<T, U>> for Vector3D<T, U>
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impl<'a, T: 'a + Add<Output = T> + Copy + Zero, U: 'a> Sum<&'a Vector3D<T, U>> for Vector3D<T, U>
[src]impl<T: Copy, U> Copy for Vector3D<T, U>
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impl<T: Eq, U> Eq 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> BorrowMut<T> for T where
T: ?Sized,
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impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]pub fn borrow_mut(&mut self) -> &mut T
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pub fn borrow_mut(&mut self) -> &mut T
[src]Mutably borrows from an owned value. Read more
impl<T> ToOwned for T where
T: Clone,
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impl<T> ToOwned for T where
T: Clone,
[src]type Owned = T
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn to_owned(&self) -> T
[src]Creates owned data from borrowed data, usually by cloning. Read more
pub fn clone_into(&self, target: &mut T)
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pub fn clone_into(&self, target: &mut T)
[src]🔬 This is a nightly-only experimental API. (toowned_clone_into
)
recently added
Uses borrowed data to replace owned data, usually by cloning. Read more