#[repr(C)]pub struct Vector3D<T, U> {
pub x: T,
pub y: T,
pub z: T,
/* private fields */
}
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§
source§impl<T, U> Vector3D<T, U>
impl<T, U> Vector3D<T, U>
sourcepub fn splat(v: T) -> Selfwhere
T: Clone,
pub fn splat(v: T) -> Selfwhere
T: Clone,
Constructor setting all components to the same value.
sourcepub fn from_lengths(
x: Length<T, U>,
y: Length<T, U>,
z: Length<T, U>
) -> Vector3D<T, U>
pub fn from_lengths( x: Length<T, U>, y: Length<T, U>, z: Length<T, U> ) -> Vector3D<T, U>
Constructor taking properly Lengths instead of scalar values.
sourcepub fn from_untyped(p: Vector3D<T, UnknownUnit>) -> Self
pub fn from_untyped(p: Vector3D<T, UnknownUnit>) -> Self
Tag a unitless value with units.
sourcepub fn abs(self) -> Selfwhere
T: Signed,
pub fn abs(self) -> Selfwhere
T: Signed,
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
.
source§impl<T: Copy, U> Vector3D<T, U>
impl<T: Copy, U> Vector3D<T, U>
sourcepub fn component_mul(self, other: Self) -> Selfwhere
T: Mul<Output = T>,
pub fn component_mul(self, other: Self) -> Selfwhere
T: Mul<Output = T>,
Returns the component-wise multiplication of the two vectors.
sourcepub fn component_div(self, other: Self) -> Selfwhere
T: Div<Output = T>,
pub fn component_div(self, other: Self) -> Selfwhere
T: Div<Output = T>,
Returns the component-wise division of the two vectors.
sourcepub fn to_point(self) -> Point3D<T, U>
pub fn to_point(self) -> Point3D<T, U>
Cast this vector into a point.
Equivalent to adding this vector to the origin.
sourcepub fn to_array_4d(self) -> [T; 4]where
T: Zero,
pub fn to_array_4d(self) -> [T; 4]where
T: Zero,
Cast into an array with x, y, z and 0.
sourcepub fn to_tuple_4d(self) -> (T, T, T, T)where
T: Zero,
pub fn to_tuple_4d(self) -> (T, T, T, T)where
T: Zero,
Cast into a tuple with x, y, z and 0.
sourcepub fn to_untyped(self) -> Vector3D<T, UnknownUnit>
pub fn to_untyped(self) -> Vector3D<T, UnknownUnit>
Drop the units, preserving only the numeric value.
sourcepub fn round(self) -> Selfwhere
T: Round,
pub fn round(self) -> Selfwhere
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!(vec3::<_, Mm>(-0.1, -0.8, 0.4).round(), vec3::<_, Mm>(0.0, -1.0, 0.0))
sourcepub fn ceil(self) -> Selfwhere
T: Ceil,
pub fn ceil(self) -> Selfwhere
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!(vec3::<_, Mm>(-0.1, -0.8, 0.4).ceil(), vec3::<_, Mm>(0.0, 0.0, 1.0))
sourcepub fn floor(self) -> Selfwhere
T: Floor,
pub fn floor(self) -> Selfwhere
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!(vec3::<_, Mm>(-0.1, -0.8, 0.4).floor(), vec3::<_, Mm>(-1.0, -1.0, 0.0))
sourcepub fn to_transform(self) -> Transform3D<T, U, U>
pub fn to_transform(self) -> Transform3D<T, U, U>
Creates translation by this vector in vector units
source§impl<T, U> Vector3D<T, U>
impl<T, U> Vector3D<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: Self) -> Self
pub fn project_onto_vector(self, onto: Self) -> Self
Returns this vector projected onto another one.
Projecting onto a nil vector will cause a division by zero.
source§impl<T: Float, U> Vector3D<T, U>
impl<T: Float, U> Vector3D<T, U>
sourcepub fn robust_normalize(self) -> Self
pub fn robust_normalize(self) -> Self
Return the normalized vector even if the length is larger than the max value of Float.
source§impl<T: Real, U> Vector3D<T, U>
impl<T: Real, U> Vector3D<T, U>
sourcepub fn angle_to(self, other: Self) -> Angle<T>where
T: Trig,
pub fn angle_to(self, other: Self) -> Angle<T>where
T: Trig,
Returns the positive angle between this vector and another vector.
The returned angle is between 0 and PI.
sourcepub fn try_normalize(self) -> Option<Self>
pub fn try_normalize(self) -> Option<Self>
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_max_length(self, max_length: T) -> Self
pub fn with_max_length(self, max_length: T) -> Self
Return this vector capped to a maximum length.
sourcepub fn with_min_length(self, min_length: T) -> Self
pub fn with_min_length(self, min_length: T) -> Self
Return this vector with a minimum length applied.
sourcepub fn clamp_length(self, min: T, max: T) -> Self
pub fn clamp_length(self, min: T, max: T) -> Self
Return this vector with minimum and maximum lengths applied.
source§impl<T, U> Vector3D<T, U>
impl<T, U> Vector3D<T, U>
sourcepub fn lerp(self, other: Self, t: T) -> Self
pub fn lerp(self, other: Self, t: T) -> Self
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));
source§impl<T: PartialOrd, U> Vector3D<T, U>
impl<T: PartialOrd, U> Vector3D<T, U>
sourcepub fn min(self, other: Self) -> Self
pub fn min(self, other: Self) -> Self
Returns the vector each component of which are minimum of this vector and another.
sourcepub fn max(self, other: Self) -> Self
pub fn max(self, other: Self) -> Self
Returns the vector each component of which are maximum of this vector and another.
sourcepub fn clamp(self, start: Self, end: Self) -> Selfwhere
T: Copy,
pub fn clamp(self, start: Self, end: Self) -> Selfwhere
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: Self) -> BoolVector3D
pub fn greater_than(self, other: Self) -> BoolVector3D
Returns vector with results of “greater than” operation on each component.
sourcepub fn lower_than(self, other: Self) -> BoolVector3D
pub fn lower_than(self, other: Self) -> BoolVector3D
Returns vector with results of “lower than” operation on each component.
source§impl<T: PartialEq, U> Vector3D<T, U>
impl<T: PartialEq, U> Vector3D<T, U>
sourcepub fn equal(self, other: Self) -> BoolVector3D
pub fn equal(self, other: Self) -> BoolVector3D
Returns vector with results of “equal” operation on each component.
sourcepub fn not_equal(self, other: Self) -> BoolVector3D
pub fn not_equal(self, other: Self) -> BoolVector3D
Returns vector with results of “not equal” operation on each component.
source§impl<T: NumCast + Copy, U> Vector3D<T, U>
impl<T: NumCast + Copy, U> Vector3D<T, U>
sourcepub fn cast<NewT: NumCast>(self) -> Vector3D<NewT, U>
pub fn cast<NewT: NumCast>(self) -> Vector3D<NewT, U>
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: NumCast>(self) -> Option<Vector3D<NewT, U>>
pub fn try_cast<NewT: NumCast>(self) -> Option<Vector3D<NewT, U>>
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, U>
pub fn to_usize(self) -> Vector3D<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) -> Vector3D<u32, U>
pub fn to_u32(self) -> Vector3D<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: Copy + Add<T, Output = T>, U> AddAssign<Vector3D<T, U>> for Point3D<T, U>
impl<T: Copy + Add<T, Output = T>, U> AddAssign<Vector3D<T, U>> for Point3D<T, U>
source§fn add_assign(&mut self, other: Vector3D<T, U>)
fn add_assign(&mut self, other: Vector3D<T, U>)
+=
operation. Read moresource§impl<T: Copy + Add<T, Output = T>, U> AddAssign for Vector3D<T, U>
impl<T: Copy + Add<T, Output = T>, U> AddAssign for Vector3D<T, U>
source§fn add_assign(&mut self, other: Self)
fn add_assign(&mut self, other: Self)
+=
operation. Read moresource§impl<T: ApproxEq<T>, U> ApproxEq<Vector3D<T, U>> for Vector3D<T, U>
impl<T: ApproxEq<T>, U> ApproxEq<Vector3D<T, U>> for Vector3D<T, U>
source§fn approx_epsilon() -> Self
fn approx_epsilon() -> Self
source§impl<T: Copy + DivAssign, U> DivAssign<Scale<T, U, U>> for Vector3D<T, U>
impl<T: Copy + DivAssign, U> DivAssign<Scale<T, U, U>> for Vector3D<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: Copy + Div<T, Output = T>, U> DivAssign<T> for Vector3D<T, U>
impl<T: Copy + Div<T, Output = T>, U> DivAssign<T> for Vector3D<T, U>
source§fn div_assign(&mut self, scale: T)
fn div_assign(&mut self, scale: T)
/=
operation. Read moresource§impl<T: Real + ApproxEq<T>, Src, Dst> From<Vector3D<T, Dst>> for RigidTransform3D<T, Src, Dst>
impl<T: Real + ApproxEq<T>, Src, Dst> From<Vector3D<T, Dst>> for RigidTransform3D<T, Src, Dst>
source§impl<T, Src, Dst> From<Vector3D<T, Src>> for Translation3D<T, Src, Dst>
impl<T, Src, Dst> From<Vector3D<T, Src>> for Translation3D<T, Src, Dst>
source§impl<T, Src, Dst> Into<Vector3D<T, Src>> for Translation3D<T, Src, Dst>
impl<T, Src, Dst> Into<Vector3D<T, Src>> for Translation3D<T, Src, Dst>
source§impl<T: Copy + MulAssign, U> MulAssign<Scale<T, U, U>> for Vector3D<T, U>
impl<T: Copy + MulAssign, U> MulAssign<Scale<T, U, U>> for Vector3D<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: Copy + Mul<T, Output = T>, U> MulAssign<T> for Vector3D<T, U>
impl<T: Copy + Mul<T, Output = T>, U> MulAssign<T> for Vector3D<T, U>
source§fn mul_assign(&mut self, scale: T)
fn mul_assign(&mut self, scale: T)
*=
operation. Read moresource§impl<T: PartialEq, U> PartialEq for Vector3D<T, U>
impl<T: PartialEq, U> PartialEq for Vector3D<T, U>
source§impl<T: Copy + Sub<T, Output = T>, U> SubAssign<Vector3D<T, U>> for Point3D<T, U>
impl<T: Copy + Sub<T, Output = T>, U> SubAssign<Vector3D<T, U>> for Point3D<T, U>
source§fn sub_assign(&mut self, other: Vector3D<T, U>)
fn sub_assign(&mut self, other: Vector3D<T, U>)
-=
operation. Read moresource§impl<T: Copy + Sub<T, Output = T>, U> SubAssign for Vector3D<T, U>
impl<T: Copy + Sub<T, Output = T>, U> SubAssign for Vector3D<T, U>
source§fn sub_assign(&mut self, other: Self)
fn sub_assign(&mut self, other: Self)
-=
operation. Read more