Struct euclid::Vector3D

source ·
#[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>

source

pub fn zero() -> Self
where T: Zero,

Constructor, setting all components to zero.

source

pub fn one() -> Self
where T: One,

Constructor, setting all components to one.

source

pub const fn new(x: T, y: T, z: T) -> Self

Constructor taking scalar values directly.

source

pub fn splat(v: T) -> Self
where T: Clone,

Constructor setting all components to the same value.

source

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.

source

pub fn from_untyped(p: Vector3D<T, UnknownUnit>) -> Self

Tag a unitless value with units.

source

pub fn abs(self) -> Self
where 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

pub fn dot(self, other: Self) -> T
where T: Add<Output = T> + Mul<Output = T>,

Dot product.

source§

impl<T: Copy, U> Vector3D<T, U>

source

pub fn cross(self, other: Self) -> Self
where T: Sub<Output = T> + Mul<Output = T>,

Cross product.

source

pub fn component_mul(self, other: Self) -> Self
where T: Mul<Output = T>,

Returns the component-wise multiplication of the two vectors.

source

pub fn component_div(self, other: Self) -> Self
where T: Div<Output = T>,

Returns the component-wise division of the two vectors.

source

pub fn to_point(self) -> Point3D<T, U>

Cast this vector into a point.

Equivalent to adding this vector to the origin.

source

pub fn xy(self) -> Vector2D<T, U>

Returns a 2d vector using this vector’s x and y coordinates

source

pub fn xz(self) -> Vector2D<T, U>

Returns a 2d vector using this vector’s x and z coordinates

source

pub fn yz(self) -> Vector2D<T, U>

Returns a 2d vector using this vector’s x and z coordinates

source

pub fn to_array(self) -> [T; 3]

Cast into an array with x, y and z.

source

pub fn to_array_4d(self) -> [T; 4]
where T: Zero,

Cast into an array with x, y, z and 0.

source

pub fn to_tuple(self) -> (T, T, T)

Cast into a tuple with x, y and z.

source

pub fn to_tuple_4d(self) -> (T, T, T, T)
where T: Zero,

Cast into a tuple with x, y, z and 0.

source

pub fn to_untyped(self) -> Vector3D<T, UnknownUnit>

Drop the units, preserving only the numeric value.

source

pub fn cast_unit<V>(self) -> Vector3D<T, V>

Cast the unit.

source

pub fn to_2d(self) -> Vector2D<T, U>

Convert into a 2d vector.

source

pub fn round(self) -> Self
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!(vec3::<_, Mm>(-0.1, -0.8, 0.4).round(), vec3::<_, Mm>(0.0, -1.0, 0.0))
source

pub fn ceil(self) -> Self
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!(vec3::<_, Mm>(-0.1, -0.8, 0.4).ceil(), vec3::<_, Mm>(0.0, 0.0, 1.0))
source

pub fn floor(self) -> Self
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!(vec3::<_, Mm>(-0.1, -0.8, 0.4).floor(), vec3::<_, Mm>(-1.0, -1.0, 0.0))
source

pub fn to_transform(self) -> Transform3D<T, U, U>
where T: Zero + One,

Creates translation by this vector in vector units

source§

impl<T, U> Vector3D<T, U>
where T: Copy + Mul<T, Output = T> + Add<T, Output = T>,

source

pub fn square_length(self) -> T

Returns the vector’s length squared.

source

pub fn project_onto_vector(self, onto: Self) -> Self
where T: Sub<T, Output = T> + Div<T, Output = T>,

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>

source

pub fn robust_normalize(self) -> Self

Return the normalized vector even if the length is larger than the max value of Float.

source

pub fn is_finite(self) -> bool

Returns true if all members are finite.

source§

impl<T: Real, U> Vector3D<T, U>

source

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.

source

pub fn length(self) -> T

Returns the vector length.

source

pub fn normalize(self) -> Self

Returns the vector with length of one unit

source

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.

source

pub fn with_max_length(self, max_length: T) -> Self

Return this vector capped to a maximum length.

source

pub fn with_min_length(self, min_length: T) -> Self

Return this vector with a minimum length applied.

source

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>
where T: Copy + One + Add<Output = T> + Sub<Output = T> + Mul<Output = T>,

source

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

pub fn reflect(self, normal: Self) -> Self

Returns a reflection vector using an incident ray and a surface normal.

source§

impl<T: PartialOrd, U> Vector3D<T, U>

source

pub fn min(self, other: Self) -> Self

Returns the vector each component of which are minimum of this vector and another.

source

pub fn max(self, other: Self) -> Self

Returns the vector each component of which are maximum of this vector and another.

source

pub fn clamp(self, start: Self, end: Self) -> Self
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).

source

pub fn greater_than(self, other: Self) -> BoolVector3D

Returns vector with results of “greater than” operation on each component.

source

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>

source

pub fn equal(self, other: Self) -> BoolVector3D

Returns vector with results of “equal” operation on each component.

source

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>

source

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.

source

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.

source

pub fn to_f32(self) -> Vector3D<f32, U>

Cast into an f32 vector.

source

pub fn to_f64(self) -> Vector3D<f64, U>

Cast into an f64 vector.

source

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.

source

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.

source

pub fn to_i32(self) -> Vector3D<i32, U>

Cast into an i32 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.

source

pub fn to_i64(self) -> Vector3D<i64, U>

Cast into an i64 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<'a, T: 'a + Add + Copy, U: 'a> Add<&Vector3D<T, U>> for Vector3D<T, U>

§

type Output = Vector3D<<T as Add>::Output, U>

The resulting type after applying the + operator.
source§

fn add(self, other: &Self) -> Self::Output

Performs the + operation. Read more
source§

impl<T: Add, U> Add<Vector3D<T, U>> for Point3D<T, U>

§

type Output = Point3D<<T as Add>::Output, U>

The resulting type after applying the + operator.
source§

fn add(self, other: Vector3D<T, U>) -> Self::Output

Performs the + operation. Read more
source§

impl<T: Add, U> Add for Vector3D<T, U>

§

type Output = Vector3D<<T as Add>::Output, U>

The resulting type after applying the + operator.
source§

fn add(self, other: Self) -> Self::Output

Performs the + operation. Read more
source§

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>)

Performs the += operation. Read more
source§

impl<T: Copy + Add<T, Output = T>, U> AddAssign for Vector3D<T, U>

source§

fn add_assign(&mut self, other: Self)

Performs the += operation. Read more
source§

impl<T: ApproxEq<T>, U> ApproxEq<Vector3D<T, U>> for Vector3D<T, U>

source§

fn approx_epsilon() -> Self

Default epsilon value
source§

fn approx_eq_eps(&self, other: &Self, eps: &Self) -> bool

Returns true is this object is approximately equal to the other one, using a provided epsilon value.
source§

fn approx_eq(&self, other: &Self) -> bool

Returns true is this object is approximately equal to the other one, using the approx_epsilon() epsilon value.
source§

impl<T: Ceil, U> Ceil for Vector3D<T, U>

source§

fn ceil(self) -> Self

source§

impl<T: Clone, U> Clone for Vector3D<T, U>

source§

fn clone(&self) -> Self

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
source§

impl<T: Debug, U> Debug for Vector3D<T, U>

source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
source§

impl<T: Default, U> Default for Vector3D<T, U>

source§

fn default() -> Self

Returns the “default value” for a type. Read more
source§

impl<T: Copy + Div, U1, U2> Div<Scale<T, U1, U2>> for Vector3D<T, U2>

§

type Output = Vector3D<<T as Div>::Output, U1>

The resulting type after applying the / operator.
source§

fn div(self, scale: Scale<T, U1, U2>) -> Self::Output

Performs the / operation. Read more
source§

impl<T: Copy + Div, U> Div<T> for Vector3D<T, U>

§

type Output = Vector3D<<T as Div>::Output, U>

The resulting type after applying the / operator.
source§

fn div(self, scale: T) -> Self::Output

Performs the / operation. Read more
source§

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>)

Performs the /= operation. Read more
source§

impl<T: Copy + Div<T, Output = T>, U> DivAssign<T> for Vector3D<T, U>

source§

fn div_assign(&mut self, scale: T)

Performs the /= operation. Read more
source§

impl<T: Floor, U> Floor for Vector3D<T, U>

source§

fn floor(self) -> Self

source§

impl<T, U> From<[T; 3]> for Vector3D<T, U>

source§

fn from([x, y, z]: [T; 3]) -> Self

Converts to this type from the input type.
source§

impl<T, U> From<(T, T, T)> for Vector3D<T, U>

source§

fn from(tuple: (T, T, T)) -> Self

Converts to this type from the input type.
source§

impl<T: Real + ApproxEq<T>, Src, Dst> From<Vector3D<T, Dst>> for RigidTransform3D<T, Src, Dst>

source§

fn from(t: Vector3D<T, Dst>) -> Self

Converts to this type from the input type.
source§

impl<T, Src, Dst> From<Vector3D<T, Src>> for Translation3D<T, Src, Dst>

source§

fn from(v: Vector3D<T, Src>) -> Self

Converts to this type from the input type.
source§

impl<T: Zero, U> From<Vector3D<T, U>> for HomogeneousVector<T, U>

source§

fn from(v: Vector3D<T, U>) -> Self

Converts to this type from the input type.
source§

impl<T, U> From<Vector3D<T, U>> for Size3D<T, U>

source§

fn from(v: Vector3D<T, U>) -> Self

Converts to this type from the input type.
source§

impl<T: Hash, U> Hash for Vector3D<T, U>

source§

fn hash<H: Hasher>(&self, h: &mut H)

Feeds this value into the given Hasher. Read more
1.3.0 · source§

fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
source§

impl<T, U> Into<[T; 3]> for Vector3D<T, U>

source§

fn into(self) -> [T; 3]

Converts this type into the (usually inferred) input type.
source§

impl<T, U> Into<(T, T, T)> for Vector3D<T, U>

source§

fn into(self) -> (T, T, T)

Converts this type into the (usually inferred) input type.
source§

impl<T, Src, Dst> Into<Vector3D<T, Src>> for Translation3D<T, Src, Dst>

source§

fn into(self) -> Vector3D<T, Src>

Converts this type into the (usually inferred) input type.
source§

impl<T: Copy + Mul, U1, U2> Mul<Scale<T, U1, U2>> for Vector3D<T, U1>

§

type Output = Vector3D<<T as Mul>::Output, U2>

The resulting type after applying the * operator.
source§

fn mul(self, scale: Scale<T, U1, U2>) -> Self::Output

Performs the * operation. Read more
source§

impl<T: Copy + Mul, U> Mul<T> for Vector3D<T, U>

§

type Output = Vector3D<<T as Mul>::Output, U>

The resulting type after applying the * operator.
source§

fn mul(self, scale: T) -> Self::Output

Performs the * operation. Read more
source§

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>)

Performs the *= operation. Read more
source§

impl<T: Copy + Mul<T, Output = T>, U> MulAssign<T> for Vector3D<T, U>

source§

fn mul_assign(&mut self, scale: T)

Performs the *= operation. Read more
source§

impl<T: Neg, U> Neg for Vector3D<T, U>

§

type Output = Vector3D<<T as Neg>::Output, U>

The resulting type after applying the - operator.
source§

fn neg(self) -> Self::Output

Performs the unary - operation. Read more
source§

impl<T: PartialEq, U> PartialEq for Vector3D<T, U>

source§

fn eq(&self, other: &Self) -> bool

This method tests for self and other values to be equal, and is used by ==.
1.0.0 · source§

fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
source§

impl<T: Round, U> Round for Vector3D<T, U>

source§

fn round(self) -> Self

source§

impl<T: Sub, U> Sub<Vector3D<T, U>> for Point3D<T, U>

§

type Output = Point3D<<T as Sub>::Output, U>

The resulting type after applying the - operator.
source§

fn sub(self, other: Vector3D<T, U>) -> Self::Output

Performs the - operation. Read more
source§

impl<T: Sub, U> Sub for Vector3D<T, U>

§

type Output = Vector3D<<T as Sub>::Output, U>

The resulting type after applying the - operator.
source§

fn sub(self, other: Self) -> Self::Output

Performs the - operation. Read more
source§

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>)

Performs the -= operation. Read more
source§

impl<T: Copy + Sub<T, Output = T>, U> SubAssign for Vector3D<T, U>

source§

fn sub_assign(&mut self, other: Self)

Performs the -= operation. Read more
source§

impl<'a, T: 'a + Add<Output = T> + Copy + Zero, U: 'a> Sum<&'a Vector3D<T, U>> for Vector3D<T, U>

source§

fn sum<I: Iterator<Item = &'a Self>>(iter: I) -> Self

Method which takes an iterator and generates Self from the elements by “summing up” the items.
source§

impl<T: Add<Output = T> + Zero, U> Sum for Vector3D<T, U>

source§

fn sum<I: Iterator<Item = Self>>(iter: I) -> Self

Method which takes an iterator and generates Self from the elements by “summing up” the items.
source§

impl<T: Zero, U> Zero for Vector3D<T, U>

source§

fn zero() -> Self

Constructor, setting all components to zero.

source§

impl<T: Copy, U> Copy for Vector3D<T, U>

source§

impl<T: Eq, U> Eq for Vector3D<T, U>

Auto Trait Implementations§

§

impl<T, U> RefUnwindSafe for Vector3D<T, U>

§

impl<T, U> Send for Vector3D<T, U>
where T: Send, U: Send,

§

impl<T, U> Sync for Vector3D<T, U>
where T: Sync, U: Sync,

§

impl<T, U> Unpin for Vector3D<T, U>
where T: Unpin, U: Unpin,

§

impl<T, U> UnwindSafe for Vector3D<T, U>
where T: UnwindSafe, U: UnwindSafe,

Blanket Implementations§

source§

impl<T> Any for T
where T: 'static + ?Sized,

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T> Borrow<T> for T
where T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

impl<T, U> Into<U> for T
where U: From<T>,

source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

source§

impl<T> ToOwned for T
where T: Clone,

§

type Owned = T

The resulting type after obtaining ownership.
source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.