pub struct Vector3<T> {
pub x: T,
pub y: T,
pub z: T,
}
Fields§
§x: T
§y: T
§z: T
Implementations§
Source§impl<T> Vector3<T>
impl<T> Vector3<T>
pub fn new(x: T, y: T, z: T) -> Self
pub fn cross_product<U, O>(self, other: Vector3<U>) -> Vector3<O>
Sourcepub fn homogenous(self) -> Vector4<T>where
T: MatrixElement,
pub fn homogenous(self) -> Vector4<T>where
T: MatrixElement,
Creates a Vector4
where the w
coordinate is 1. For more info, see Homogeneous Coordinates
Sourcepub fn normalize_homogeneous(self) -> Vector3<T>
pub fn normalize_homogeneous(self) -> Vector3<T>
Normalizes self
so the z
coordinate is 1. For more info, see Homogeneous Coordinates
Trait Implementations§
Source§impl<T, U, O> Add<Vector3<U>> for Vector3<T>where
T: Add<U, Output = O>,
Adds two vectors element by element
impl<T, U, O> Add<Vector3<U>> for Vector3<T>where
T: Add<U, Output = O>,
Adds two vectors element by element
Source§impl<T, U, O> Sub<Vector3<U>> for Vector3<T>where
T: Sub<U, Output = O>,
Subtracts two vectors element by element
impl<T, U, O> Sub<Vector3<U>> for Vector3<T>where
T: Sub<U, Output = O>,
Subtracts two vectors element by element
impl<T: Eq> Eq for Vector3<T>
impl<T> StructuralPartialEq for Vector3<T>
Auto Trait Implementations§
impl<T> Freeze for Vector3<T>where
T: Freeze,
impl<T> RefUnwindSafe for Vector3<T>where
T: RefUnwindSafe,
impl<T> Send for Vector3<T>where
T: Send,
impl<T> Sync for Vector3<T>where
T: Sync,
impl<T> Unpin for Vector3<T>where
T: Unpin,
impl<T> UnwindSafe for Vector3<T>where
T: UnwindSafe,
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more