#[repr(C)]pub struct Vector2D<T, U> {
pub x: T,
pub y: T,
/* private fields */
}Expand description
A 2d Vector tagged with a unit.
Fields§
§x: TThe x (traditionally, horizontal) coordinate.
y: TThe y (traditionally, vertical) coordinate.
Implementations§
source§impl<T, U> Vector2D<T, U>
impl<T, U> Vector2D<T, U>
sourcepub fn splat(v: T) -> Vector2D<T, U>where
T: Clone,
pub fn splat(v: T) -> Vector2D<T, U>where
T: Clone,
Constructor setting all components to the same value.
sourcepub fn from_angle_and_length(angle: Angle<T>, length: T) -> Vector2D<T, U>
pub fn from_angle_and_length(angle: Angle<T>, length: T) -> Vector2D<T, U>
Constructor taking angle and length
sourcepub fn from_lengths(x: Length<T, U>, y: Length<T, U>) -> Vector2D<T, U>
pub fn from_lengths(x: Length<T, U>, y: Length<T, U>) -> Vector2D<T, U>
Constructor taking properly Lengths instead of scalar values.
sourcepub fn from_untyped(p: Vector2D<T, UnknownUnit>) -> Vector2D<T, U>
pub fn from_untyped(p: Vector2D<T, UnknownUnit>) -> Vector2D<T, U>
Tag a unit-less value with units.
sourcepub fn abs(self) -> Vector2D<T, U>where
T: Signed,
pub fn abs(self) -> Vector2D<T, U>where
T: Signed,
Computes the vector with absolute values of each component.
§Example
enum U {}
assert_eq!(vec2::<_, U>(-1, 2).abs(), vec2(1, 2));
let vec = vec2::<_, U>(f32::NAN, -f32::MAX).abs();
assert!(vec.x.is_nan());
assert_eq!(vec.y, f32::MAX);§Panics
The behavior for each component follows the scalar type’s implementation of
num_traits::Signed::abs.
sourcepub fn cross(self, other: Vector2D<T, U>) -> T
pub fn cross(self, other: Vector2D<T, U>) -> T
Returns the norm of the cross product [self.x, self.y, 0] x [other.x, other.y, 0].
sourcepub fn component_mul(self, other: Vector2D<T, U>) -> Vector2D<T, U>where
T: Mul<Output = T>,
pub fn component_mul(self, other: Vector2D<T, U>) -> Vector2D<T, U>where
T: Mul<Output = T>,
Returns the component-wise multiplication of the two vectors.
sourcepub fn component_div(self, other: Vector2D<T, U>) -> Vector2D<T, U>where
T: Div<Output = T>,
pub fn component_div(self, other: Vector2D<T, U>) -> Vector2D<T, U>where
T: Div<Output = T>,
Returns the component-wise division of the two vectors.
source§impl<T, U> Vector2D<T, U>where
T: Copy,
impl<T, U> Vector2D<T, U>where
T: Copy,
sourcepub fn extend(self, z: T) -> Vector3D<T, U>
pub fn extend(self, z: T) -> Vector3D<T, U>
Create a 3d vector from this one, using the specified z value.
sourcepub fn to_point(self) -> Point2D<T, U>
pub fn to_point(self) -> Point2D<T, U>
Cast this vector into a point.
Equivalent to adding this vector to the origin.
sourcepub fn to_untyped(self) -> Vector2D<T, UnknownUnit>
pub fn to_untyped(self) -> Vector2D<T, UnknownUnit>
Drop the units, preserving only the numeric value.
sourcepub fn to_3d(self) -> Vector3D<T, U>where
T: Zero,
pub fn to_3d(self) -> Vector3D<T, U>where
T: Zero,
Convert into a 3d vector with z coordinate equals to T::zero().
sourcepub fn round(self) -> Vector2D<T, U>where
T: Round,
pub fn round(self) -> Vector2D<T, U>where
T: Round,
Rounds each component to the nearest integer value.
This behavior is preserved for negative values (unlike the basic cast).
enum Mm {}
assert_eq!(vec2::<_, Mm>(-0.1, -0.8).round(), vec2::<_, Mm>(0.0, -1.0))sourcepub fn ceil(self) -> Vector2D<T, U>where
T: Ceil,
pub fn ceil(self) -> Vector2D<T, U>where
T: Ceil,
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!(vec2::<_, Mm>(-0.1, -0.8).ceil(), vec2::<_, Mm>(0.0, 0.0))sourcepub fn floor(self) -> Vector2D<T, U>where
T: Floor,
pub fn floor(self) -> Vector2D<T, U>where
T: Floor,
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!(vec2::<_, Mm>(-0.1, -0.8).floor(), vec2::<_, Mm>(-1.0, -1.0))sourcepub fn angle_from_x_axis(self) -> Angle<T>where
T: Trig,
pub fn angle_from_x_axis(self) -> Angle<T>where
T: Trig,
Returns the signed angle between this vector and the x axis.
Positive values counted counterclockwise, where 0 is +x axis, PI/2
is +y axis.
The returned angle is between -PI and PI.
sourcepub fn to_transform(self) -> Transform2D<T, U, U>
pub fn to_transform(self) -> Transform2D<T, U, U>
Creates translation by this vector in vector units.
source§impl<T, U> Vector2D<T, U>
impl<T, U> Vector2D<T, U>
sourcepub fn square_length(self) -> T
pub fn square_length(self) -> T
Returns the vector’s length squared.
sourcepub fn project_onto_vector(self, onto: Vector2D<T, U>) -> Vector2D<T, U>
pub fn project_onto_vector(self, onto: Vector2D<T, U>) -> Vector2D<T, U>
Returns this vector projected onto another one.
Projecting onto a nil vector will cause a division by zero.
source§impl<T, U> Vector2D<T, U>where
T: Real,
impl<T, U> Vector2D<T, U>where
T: Real,
sourcepub fn try_normalize(self) -> Option<Vector2D<T, U>>
pub fn try_normalize(self) -> Option<Vector2D<T, U>>
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.
sourcepub fn with_length(self, length: T) -> Vector2D<T, U>
pub fn with_length(self, length: T) -> Vector2D<T, U>
Return this vector scaled to fit the provided length.
sourcepub fn with_max_length(self, max_length: T) -> Vector2D<T, U>
pub fn with_max_length(self, max_length: T) -> Vector2D<T, U>
Return this vector capped to a maximum length.
sourcepub fn with_min_length(self, min_length: T) -> Vector2D<T, U>
pub fn with_min_length(self, min_length: T) -> Vector2D<T, U>
Return this vector with a minimum length applied.
sourcepub fn clamp_length(self, min: T, max: T) -> Vector2D<T, U>
pub fn clamp_length(self, min: T, max: T) -> Vector2D<T, U>
Return this vector with minimum and maximum lengths applied.
source§impl<T, U> Vector2D<T, U>
impl<T, U> Vector2D<T, U>
sourcepub fn lerp(self, other: Vector2D<T, U>, t: T) -> Vector2D<T, U>
pub fn lerp(self, other: Vector2D<T, U>, t: T) -> Vector2D<T, U>
Linearly interpolate each component between this vector and another vector.
§Example
use euclid::vec2;
use euclid::default::Vector2D;
let from: Vector2D<_> = vec2(0.0, 10.0);
let to: Vector2D<_> = vec2(8.0, -4.0);
assert_eq!(from.lerp(to, -1.0), vec2(-8.0, 24.0));
assert_eq!(from.lerp(to, 0.0), vec2( 0.0, 10.0));
assert_eq!(from.lerp(to, 0.5), vec2( 4.0, 3.0));
assert_eq!(from.lerp(to, 1.0), vec2( 8.0, -4.0));
assert_eq!(from.lerp(to, 2.0), vec2(16.0, -18.0));source§impl<T, U> Vector2D<T, U>where
T: PartialOrd,
impl<T, U> Vector2D<T, U>where
T: PartialOrd,
sourcepub fn min(self, other: Vector2D<T, U>) -> Vector2D<T, U>
pub fn min(self, other: Vector2D<T, U>) -> Vector2D<T, U>
Returns the vector each component of which are minimum of this vector and another.
sourcepub fn max(self, other: Vector2D<T, U>) -> Vector2D<T, U>
pub fn max(self, other: Vector2D<T, U>) -> Vector2D<T, U>
Returns the vector each component of which are maximum of this vector and another.
sourcepub fn clamp(self, start: Vector2D<T, U>, end: Vector2D<T, U>) -> Vector2D<T, U>where
T: Copy,
pub fn clamp(self, start: Vector2D<T, U>, end: Vector2D<T, U>) -> Vector2D<T, U>where
T: Copy,
Returns the vector each component of which is clamped by corresponding
components of start and end.
Shortcut for self.max(start).min(end).
sourcepub fn greater_than(self, other: Vector2D<T, U>) -> BoolVector2D
pub fn greater_than(self, other: Vector2D<T, U>) -> BoolVector2D
Returns vector with results of “greater than” operation on each component.
sourcepub fn lower_than(self, other: Vector2D<T, U>) -> BoolVector2D
pub fn lower_than(self, other: Vector2D<T, U>) -> BoolVector2D
Returns vector with results of “lower than” operation on each component.
source§impl<T, U> Vector2D<T, U>where
T: PartialEq,
impl<T, U> Vector2D<T, U>where
T: PartialEq,
sourcepub fn equal(self, other: Vector2D<T, U>) -> BoolVector2D
pub fn equal(self, other: Vector2D<T, U>) -> BoolVector2D
Returns vector with results of “equal” operation on each component.
sourcepub fn not_equal(self, other: Vector2D<T, U>) -> BoolVector2D
pub fn not_equal(self, other: Vector2D<T, U>) -> BoolVector2D
Returns vector with results of “not equal” operation on each component.
source§impl<T, U> Vector2D<T, U>
impl<T, U> Vector2D<T, U>
sourcepub fn cast<NewT>(self) -> Vector2D<NewT, U>where
NewT: NumCast,
pub fn cast<NewT>(self) -> Vector2D<NewT, U>where
NewT: NumCast,
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.
sourcepub fn try_cast<NewT>(self) -> Option<Vector2D<NewT, U>>where
NewT: NumCast,
pub fn try_cast<NewT>(self) -> Option<Vector2D<NewT, U>>where
NewT: NumCast,
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.
sourcepub fn to_usize(self) -> Vector2D<usize, U>
pub fn to_usize(self) -> Vector2D<usize, U>
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.
sourcepub fn to_u32(self) -> Vector2D<u32, U>
pub fn to_u32(self) -> Vector2D<u32, U>
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§
source§impl<T, U> AddAssign<Vector2D<T, U>> for Point2D<T, U>
impl<T, U> AddAssign<Vector2D<T, U>> for Point2D<T, U>
source§fn add_assign(&mut self, other: Vector2D<T, U>)
fn add_assign(&mut self, other: Vector2D<T, U>)
+= operation. Read moresource§impl<T, U> AddAssign for Vector2D<T, U>
impl<T, U> AddAssign for Vector2D<T, U>
source§fn add_assign(&mut self, other: Vector2D<T, U>)
fn add_assign(&mut self, other: Vector2D<T, U>)
+= operation. Read moresource§impl<T, U> ApproxEq<Vector2D<T, U>> for Vector2D<T, U>where
T: ApproxEq<T>,
impl<T, U> ApproxEq<Vector2D<T, U>> for Vector2D<T, U>where
T: ApproxEq<T>,
source§fn approx_epsilon() -> Vector2D<T, U>
fn approx_epsilon() -> Vector2D<T, U>
source§impl<T, U> Ceil for Vector2D<T, U>where
T: Ceil,
impl<T, U> Ceil for Vector2D<T, U>where
T: Ceil,
source§fn ceil(self) -> Vector2D<T, U>
fn ceil(self) -> Vector2D<T, U>
See Vector2D::ceil()
source§impl<'de, T, U> Deserialize<'de> for Vector2D<T, U>where
T: Deserialize<'de>,
impl<'de, T, U> Deserialize<'de> for Vector2D<T, U>where
T: Deserialize<'de>,
source§fn deserialize<D>(
deserializer: D
) -> Result<Vector2D<T, U>, <D as Deserializer<'de>>::Error>where
D: Deserializer<'de>,
fn deserialize<D>(
deserializer: D
) -> Result<Vector2D<T, U>, <D as Deserializer<'de>>::Error>where
D: Deserializer<'de>,
source§impl<T, U> DivAssign<Scale<T, U, U>> for Vector2D<T, U>
impl<T, U> DivAssign<Scale<T, U, U>> for Vector2D<T, U>
source§fn div_assign(&mut self, scale: Scale<T, U, U>)
fn div_assign(&mut self, scale: Scale<T, U, U>)
/= operation. Read moresource§impl<T, U> DivAssign<T> for Vector2D<T, U>
impl<T, U> DivAssign<T> for Vector2D<T, U>
source§fn div_assign(&mut self, scale: T)
fn div_assign(&mut self, scale: T)
/= operation. Read moresource§impl<T, Src, Dst> From<Vector2D<T, Src>> for Translation2D<T, Src, Dst>
impl<T, Src, Dst> From<Vector2D<T, Src>> for Translation2D<T, Src, Dst>
source§fn from(v: Vector2D<T, Src>) -> Translation2D<T, Src, Dst>
fn from(v: Vector2D<T, Src>) -> Translation2D<T, Src, Dst>
source§impl<T, U> From<Vector2D<T, U>> for HomogeneousVector<T, U>where
T: Zero,
impl<T, U> From<Vector2D<T, U>> for HomogeneousVector<T, U>where
T: Zero,
source§fn from(v: Vector2D<T, U>) -> HomogeneousVector<T, U>
fn from(v: Vector2D<T, U>) -> HomogeneousVector<T, U>
source§impl<T, Src, Dst> Into<Vector2D<T, Src>> for Translation2D<T, Src, Dst>
impl<T, Src, Dst> Into<Vector2D<T, Src>> for Translation2D<T, Src, Dst>
source§impl<T, U> MulAssign<Scale<T, U, U>> for Vector2D<T, U>
impl<T, U> MulAssign<Scale<T, U, U>> for Vector2D<T, U>
source§fn mul_assign(&mut self, scale: Scale<T, U, U>)
fn mul_assign(&mut self, scale: Scale<T, U, U>)
*= operation. Read moresource§impl<T, U> MulAssign<T> for Vector2D<T, U>
impl<T, U> MulAssign<T> for Vector2D<T, U>
source§fn mul_assign(&mut self, scale: T)
fn mul_assign(&mut self, scale: T)
*= operation. Read moresource§impl<T, U> PartialEq for Vector2D<T, U>where
T: PartialEq,
impl<T, U> PartialEq for Vector2D<T, U>where
T: PartialEq,
source§impl<T, U> Serialize for Vector2D<T, U>where
T: Serialize,
impl<T, U> Serialize for Vector2D<T, U>where
T: Serialize,
source§fn serialize<S>(
&self,
serializer: S
) -> Result<<S as Serializer>::Ok, <S as Serializer>::Error>where
S: Serializer,
fn serialize<S>(
&self,
serializer: S
) -> Result<<S as Serializer>::Ok, <S as Serializer>::Error>where
S: Serializer,
source§impl<T, U> SubAssign<Vector2D<T, U>> for Point2D<T, U>
impl<T, U> SubAssign<Vector2D<T, U>> for Point2D<T, U>
source§fn sub_assign(&mut self, other: Vector2D<T, U>)
fn sub_assign(&mut self, other: Vector2D<T, U>)
-= operation. Read moresource§impl<T, U> SubAssign for Vector2D<T, U>
impl<T, U> SubAssign for Vector2D<T, U>
source§fn sub_assign(&mut self, other: Vector2D<T, U>)
fn sub_assign(&mut self, other: Vector2D<T, U>)
-= operation. Read more