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: TThe x (traditionally, horizontal) coordinate.
y: TThe y (traditionally, vertical) coordinate.
z: TThe z (traditionally, depth) coordinate.
Implementations§
Source§impl<T, U> Vector3D<T, U>
impl<T, U> Vector3D<T, U>
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 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 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 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.
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§fn approx_eq_eps(&self, other: &Self, eps: &Self) -> bool
fn approx_eq_eps(&self, other: &Self, eps: &Self) -> bool
true is this object is approximately equal to the other one, using
a provided epsilon value.Source§impl<'de, T, U> Deserialize<'de> for Vector3D<T, U>where
T: Deserialize<'de>,
Available on crate feature serde only.
impl<'de, T, U> Deserialize<'de> for Vector3D<T, U>where
T: Deserialize<'de>,
serde only.Source§fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>where
D: Deserializer<'de>,
fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>where
D: Deserializer<'de>,
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: Float + ApproxEq<T>, Src, Dst> From<Vector3D<T, Dst>> for RigidTransform3D<T, Src, Dst>
impl<T: Float + 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, U> Serialize for Vector3D<T, U>where
T: Serialize,
Available on crate feature serde only.
impl<T, U> Serialize for Vector3D<T, U>where
T: Serialize,
serde only.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