Struct gemini_engine::elements3d::view3d::Vec3D

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pub struct Vec3D {
    pub x: f64,
    pub y: f64,
    pub z: f64,
}
Expand description

A point in 3D space, using f64s

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§x: f64

X-coordinate

§y: f64

Y-coordinate

§z: f64

Z-coordinate

Implementations§

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impl Vec3D

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pub const ZERO: Self = _

The Vec3D’s ZERO value

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pub const ONE: Self = _

The Vec3D’s ONE value

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pub const fn new(x: f64, y: f64, z: f64) -> Self

Create a Vec3D from the provided f64 values

Examples found in repository?
examples/spinning-cube.rs (line 14)
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fn main() {
    let mut view = View::new(200, 90, ColChar::BACKGROUND);

    let viewport = Viewport::new(
        Transform3D::new_tr(Vec3D::new(0.0, 1.5, 4.0), Vec3D::new(-0.4, 0.0, 0.0)),
        FOV,
        view.center(),
    );

    let mut cube = Mesh3D::default_cube();

    fps_gameloop!(
        {
            view.clear();
            cube.transform.rotation.y -= 0.05;
        },
        {
            view.blit(
                &viewport.render(vec![&cube], DisplayMode::Solid),
                Wrapping::Ignore,
            );
            let _ = view.display_render();
        },
        FPS,
        |elapsed: gameloop::Duration, frame_skip| {
            println!(
                "Elapsed: {:.2?}µs | Frame skip: {}",
                elapsed.as_micros(),
                frame_skip
            );
        }
    );
}
More examples
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examples/donut.rs (line 17)
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fn main() {
    let mut view = View::new(82, 32, ColChar::EMPTY);
    let viewport = Viewport::new(
        Transform3D::new_tr(Vec3D::new(0.0, 0.0, 20.0), Vec3D::ZERO),
        FOV,
        view.center(),
    );

    let lights = vec![
        Light::new_ambient(0.3),
        Light::new_directional(0.7, Vec3D::new(1.0, -1.0, -1.0)),
    ];

    let mut donut = Mesh3D::torus(1.8, 1.0, 32, 16);

    fps_gameloop!(
        {
            donut.transform.rotation.x += 0.05;
            donut.transform.rotation.z += 0.05;
        },
        {
            view.clear();
            view.blit(
                &viewport.render(
                    vec![&donut],
                    DisplayMode::Illuminated {
                        lights: lights.clone(),
                    },
                ),
                Wrapping::Ignore,
            );
            let _ = view.display_render();
        },
        FPS
    );
}
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pub const fn as_tuple(&self) -> (f64, f64, f64)

Return the Vec3D as a tuple

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pub fn dot(&self, other: Self) -> f64

Return the dot product in combination with another Vec3D

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pub fn dot_self(&self) -> f64

Returns the dot product in combination with itself

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pub fn magnitude(&self) -> f64

The length/magnitude of the Vec3D

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pub fn cross(&self, other: Self) -> Self

The cross product of two vectors is a vector perpendicular to both of them. See a more detailed explanation

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pub fn normal(self) -> Self

Generate a normal from the Vec3D

Trait Implementations§

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impl Add for Vec3D

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type Output = Vec3D

The resulting type after applying the + operator.
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fn add(self, rhs: Self) -> Self::Output

Performs the + operation. Read more
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impl AddAssign for Vec3D

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fn add_assign(&mut self, rhs: Self)

Performs the += operation. Read more
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impl Clone for Vec3D

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fn clone(&self) -> Vec3D

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Vec3D

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Display for Vec3D

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Div<f64> for Vec3D

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type Output = Vec3D

The resulting type after applying the / operator.
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fn div(self, rhs: f64) -> Self::Output

Performs the / operation. Read more
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impl Div for Vec3D

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type Output = Vec3D

The resulting type after applying the / operator.
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fn div(self, rhs: Self) -> Self::Output

Performs the / operation. Read more
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impl DivAssign<f64> for Vec3D

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fn div_assign(&mut self, rhs: f64)

Performs the /= operation. Read more
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impl DivAssign for Vec3D

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fn div_assign(&mut self, rhs: Self)

Performs the /= operation. Read more
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impl<T: Into<f64>> From<(T, T, T)> for Vec3D

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fn from(value: (T, T, T)) -> Self

Converts to this type from the input type.
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impl FromStr for Vec3D

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type Err = String

The associated error which can be returned from parsing.
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fn from_str(s: &str) -> Result<Self, Self::Err>

Parses a string s to return a value of this type. Read more
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impl Mul<Vec3D> for Transform3D

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fn mul(self, rhs: Vec3D) -> Self::Output

Apply the transform to the Vec3D

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type Output = Vec3D

The resulting type after applying the * operator.
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impl Mul<f64> for Vec3D

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type Output = Vec3D

The resulting type after applying the * operator.
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fn mul(self, rhs: f64) -> Self::Output

Performs the * operation. Read more
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impl Mul for Vec3D

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type Output = Vec3D

The resulting type after applying the * operator.
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fn mul(self, rhs: Self) -> Self::Output

Performs the * operation. Read more
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impl MulAssign<f64> for Vec3D

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fn mul_assign(&mut self, rhs: f64)

Performs the *= operation. Read more
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impl MulAssign for Vec3D

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fn mul_assign(&mut self, rhs: Self)

Performs the *= operation. Read more
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impl Neg for Vec3D

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type Output = Vec3D

The resulting type after applying the - operator.
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fn neg(self) -> Self::Output

Performs the unary - operation. Read more
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impl PartialEq for Vec3D

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fn eq(&self, other: &Vec3D) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Rem for Vec3D

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type Output = Vec3D

The resulting type after applying the % operator.
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fn rem(self, rhs: Self) -> Self::Output

Performs the % operation. Read more
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impl RemAssign for Vec3D

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fn rem_assign(&mut self, rhs: Self)

Performs the %= operation. Read more
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impl Sub for Vec3D

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type Output = Vec3D

The resulting type after applying the - operator.
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fn sub(self, rhs: Self) -> Self::Output

Performs the - operation. Read more
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impl SubAssign for Vec3D

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fn sub_assign(&mut self, rhs: Self)

Performs the -= operation. Read more
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impl Sum for Vec3D

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fn sum<I: Iterator<Item = Self>>(iter: I) -> Self

Method which takes an iterator and generates Self from the elements by “summing up” the items.
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impl Copy for Vec3D

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impl StructuralPartialEq for Vec3D

Auto Trait Implementations§

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impl Freeze for Vec3D

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impl RefUnwindSafe for Vec3D

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impl Send for Vec3D

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impl Sync for Vec3D

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impl Unpin for Vec3D

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impl UnwindSafe for Vec3D

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T> ToString for T
where T: Display + ?Sized,

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default fn to_string(&self) -> String

Converts the given value to a String. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.