#[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: T
The x
(traditionally, horizontal) coordinate.
y: T
The y
(traditionally, vertical) coordinate.
Implementations§
source§impl<T, U> Vector2D<T, U>
impl<T, U> Vector2D<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_angle_and_length(angle: Angle<T>, length: T) -> Self
pub fn from_angle_and_length(angle: Angle<T>, length: T) -> Self
Constructor taking angle and length
sourcepub fn from_lengths(x: Length<T, U>, y: Length<T, U>) -> Self
pub fn from_lengths(x: Length<T, U>, y: Length<T, U>) -> Self
Constructor taking properly Lengths instead of scalar values.
sourcepub fn from_untyped(p: Vector2D<T, UnknownUnit>) -> Self
pub fn from_untyped(p: Vector2D<T, UnknownUnit>) -> Self
Tag a unit-less 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!(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: Self) -> T
pub fn cross(self, other: Self) -> 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: 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.
source§impl<T: Copy, U> Vector2D<T, U>
impl<T: Copy, U> Vector2D<T, U>
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) -> 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!(vec2::<_, Mm>(-0.1, -0.8).round(), vec2::<_, Mm>(0.0, -1.0))
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!(vec2::<_, Mm>(-0.1, -0.8).ceil(), vec2::<_, Mm>(0.0, 0.0))
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!(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: 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> Vector2D<T, U>
impl<T: Float, U> Vector2D<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> Vector2D<T, U>
impl<T: Real, U> Vector2D<T, U>
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_length(self, length: T) -> Self
pub fn with_length(self, length: T) -> Self
Return this vector scaled to fit the provided length.
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> Vector2D<T, U>
impl<T, U> Vector2D<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::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: PartialOrd, U> Vector2D<T, U>
impl<T: PartialOrd, U> Vector2D<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) -> BoolVector2D
pub fn greater_than(self, other: Self) -> BoolVector2D
Returns vector with results of “greater than” operation on each component.
sourcepub fn lower_than(self, other: Self) -> BoolVector2D
pub fn lower_than(self, other: Self) -> BoolVector2D
Returns vector with results of “lower than” operation on each component.
source§impl<T: PartialEq, U> Vector2D<T, U>
impl<T: PartialEq, U> Vector2D<T, U>
sourcepub fn equal(self, other: Self) -> BoolVector2D
pub fn equal(self, other: Self) -> BoolVector2D
Returns vector with results of “equal” operation on each component.
sourcepub fn not_equal(self, other: Self) -> BoolVector2D
pub fn not_equal(self, other: Self) -> BoolVector2D
Returns vector with results of “not equal” operation on each component.
source§impl<T: NumCast + Copy, U> Vector2D<T, U>
impl<T: NumCast + Copy, U> Vector2D<T, U>
sourcepub fn cast<NewT: NumCast>(self) -> Vector2D<NewT, U>
pub fn cast<NewT: NumCast>(self) -> Vector2D<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<Vector2D<NewT, U>>
pub fn try_cast<NewT: NumCast>(self) -> Option<Vector2D<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) -> 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: Copy + Add<T, Output = T>, U> AddAssign<Vector2D<T, U>> for Point2D<T, U>
impl<T: Copy + Add<T, Output = 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: Copy + Add<T, Output = T>, U> AddAssign for Vector2D<T, U>
impl<T: Copy + Add<T, Output = T>, U> AddAssign for Vector2D<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<Vector2D<T, U>> for Vector2D<T, U>
impl<T: ApproxEq<T>, U> ApproxEq<Vector2D<T, U>> for Vector2D<T, U>
source§fn approx_epsilon() -> Self
fn approx_epsilon() -> Self
source§impl<T: Copy + DivAssign, U> DivAssign<Scale<T, U, U>> for Vector2D<T, U>
impl<T: Copy + DivAssign, 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: Copy + Div<T, Output = T>, U> DivAssign<T> for Vector2D<T, U>
impl<T: Copy + Div<T, Output = 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§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: Copy + MulAssign, U> MulAssign<Scale<T, U, U>> for Vector2D<T, U>
impl<T: Copy + MulAssign, 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: Copy + Mul<T, Output = T>, U> MulAssign<T> for Vector2D<T, U>
impl<T: Copy + Mul<T, Output = 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: PartialEq, U> PartialEq for Vector2D<T, U>
impl<T: PartialEq, U> PartialEq for Vector2D<T, U>
source§impl<T: Copy + Sub<T, Output = T>, U> SubAssign<Vector2D<T, U>> for Point2D<T, U>
impl<T: Copy + Sub<T, Output = 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: Copy + Sub<T, Output = T>, U> SubAssign for Vector2D<T, U>
impl<T: Copy + Sub<T, Output = T>, U> SubAssign for Vector2D<T, U>
source§fn sub_assign(&mut self, other: Self)
fn sub_assign(&mut self, other: Self)
-=
operation. Read more