Struct dx::foundation::Vector3D
source · [−]#[repr(C)]pub struct Vector3D<T> {
pub x: T,
pub y: T,
pub z: T,
}
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
sourceimpl<T> Vector3D<T>
impl<T> Vector3D<T>
sourcepub const fn new(x: T, y: T, z: T) -> Vector3D<T>
pub const fn new(x: T, y: T, z: T) -> Vector3D<T>
Constructor, setting all components to zero. Constructor taking scalar values directly.
sourcepub fn splat(v: T) -> Vector3D<T> where
T: Clone,
pub fn splat(v: T) -> Vector3D<T> where
T: Clone,
Constructor setting all components to the same value.
sourcepub fn from_untyped(p: Vector3D<T>) -> Vector3D<T>
pub fn from_untyped(p: Vector3D<T>) -> Vector3D<T>
Tag a unitless value with units.
sourcepub fn abs(self) -> Vector3D<T> where
T: Signed,
pub fn abs(self) -> Vector3D<T> where
T: Signed,
Computes the vector with absolute values of each component.
Example
assert_eq!(Vector3D::new(-1, 0, 2).abs(), Vector3D::new(1, 0, 2));
let vec = Vector3D::new(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
.
sourceimpl<T> Vector3D<T> where
T: Copy,
impl<T> Vector3D<T> where
T: Copy,
sourcepub fn cross(self, other: Vector3D<T>) -> Vector3D<T> where
T: Sub<T, Output = T> + Mul<T, Output = T>,
pub fn cross(self, other: Vector3D<T>) -> Vector3D<T> where
T: Sub<T, Output = T> + Mul<T, Output = T>,
Cross product.
sourcepub fn component_mul(self, other: Vector3D<T>) -> Vector3D<T> where
T: Mul<T, Output = T>,
pub fn component_mul(self, other: Vector3D<T>) -> Vector3D<T> where
T: Mul<T, Output = T>,
Returns the component-wise multiplication of the two vectors.
sourcepub fn component_div(self, other: Vector3D<T>) -> Vector3D<T> where
T: Div<T, Output = T>,
pub fn component_div(self, other: Vector3D<T>) -> Vector3D<T> where
T: Div<T, Output = T>,
Returns the component-wise division of the two vectors.
sourcepub fn to_untyped(self) -> Vector3D<T>
pub fn to_untyped(self) -> Vector3D<T>
Drop the units, preserving only the numeric value.
sourceimpl<T> Vector3D<T> where
T: Mul<T, Output = T> + Add<T, Output = T> + Copy,
impl<T> Vector3D<T> where
T: Mul<T, Output = T> + Add<T, Output = T> + Copy,
sourcepub fn square_length(self) -> T
pub fn square_length(self) -> T
Returns the vector’s length squared.
sourceimpl<T> Vector3D<T> where
T: Float,
impl<T> Vector3D<T> where
T: Float,
sourcepub fn try_normalize(self) -> Option<Vector3D<T>>
pub fn try_normalize(self) -> Option<Vector3D<T>>
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 robust_normalize(self) -> Vector3D<T>
pub fn robust_normalize(self) -> Vector3D<T>
Return the normalized vector even if the length is larger than the max value of Float.
sourcepub fn with_max_length(self, max_length: T) -> Vector3D<T>
pub fn with_max_length(self, max_length: T) -> Vector3D<T>
Return this vector capped to a maximum length.
sourcepub fn with_min_length(self, min_length: T) -> Vector3D<T>
pub fn with_min_length(self, min_length: T) -> Vector3D<T>
Return this vector with a minimum length applied.
sourcepub fn clamp_length(self, min: T, max: T) -> Vector3D<T>
pub fn clamp_length(self, min: T, max: T) -> Vector3D<T>
Return this vector with minimum and maximum lengths applied.
sourceimpl<T> Vector3D<T> where
T: NumCast + Copy,
impl<T> Vector3D<T> where
T: NumCast + Copy,
sourcepub fn cast<NewT>(self) -> Vector3D<NewT> where
NewT: NumCast,
pub fn cast<NewT>(self) -> Vector3D<NewT> 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<Vector3D<NewT>> where
NewT: NumCast,
pub fn try_cast<NewT>(self) -> Option<Vector3D<NewT>> 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) -> Vector3D<usize>
pub fn to_usize(self) -> Vector3D<usize>
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) -> Vector3D<u32>
pub fn to_u32(self) -> Vector3D<u32>
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
sourceimpl<T> AddAssign<Vector3D<T>> for Vector3D<T> where
T: Copy + Add<T, Output = T>,
impl<T> AddAssign<Vector3D<T>> for Vector3D<T> where
T: Copy + Add<T, Output = T>,
sourcefn add_assign(&mut self, other: Vector3D<T>)
fn add_assign(&mut self, other: Vector3D<T>)
Performs the +=
operation. Read more
sourceimpl<T> DivAssign<T> for Vector3D<T> where
T: Copy + Div<T, Output = T>,
impl<T> DivAssign<T> for Vector3D<T> where
T: Copy + Div<T, Output = T>,
sourcefn div_assign(&mut self, scale: T)
fn div_assign(&mut self, scale: T)
Performs the /=
operation. Read more
sourceimpl<T> MulAssign<T> for Vector3D<T> where
T: Copy + Mul<T, Output = T>,
impl<T> MulAssign<T> for Vector3D<T> where
T: Copy + Mul<T, Output = T>,
sourcefn mul_assign(&mut self, scale: T)
fn mul_assign(&mut self, scale: T)
Performs the *=
operation. Read more
sourceimpl<T> SubAssign<Vector3D<T>> for Vector3D<T> where
T: Copy + Sub<T, Output = T>,
impl<T> SubAssign<Vector3D<T>> for Vector3D<T> where
T: Copy + Sub<T, Output = T>,
sourcefn sub_assign(&mut self, other: Vector3D<T>)
fn sub_assign(&mut self, other: Vector3D<T>)
Performs the -=
operation. Read more
impl<T> Copy for Vector3D<T> where
T: Copy,
impl<T> Eq for Vector3D<T> where
T: Eq,
Auto Trait Implementations
impl<T> RefUnwindSafe for Vector3D<T> where
T: RefUnwindSafe,
impl<T> Send for Vector3D<T> where
T: Send,
impl<T> Sync for Vector3D<T> where
T: Sync,
impl<T> Unpin for Vector3D<T> where
T: Unpin,
impl<T> UnwindSafe for Vector3D<T> where
T: UnwindSafe,
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<Fr, To> IntoColor<To> for Fr where
To: FromColor<Fr>,
impl<Fr, To> IntoColor<To> for Fr where
To: FromColor<Fr>,
sourcefn into_color(self) -> To
fn into_color(self) -> To
Convert into color
impl<T> Pointable for T
impl<T> Pointable for T
impl<T> SetParameter for T
impl<T> SetParameter for T
fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
Sets value
as a parameter of self
.