Struct Point3D
#[repr(C)]pub struct Point3D<T, U> {
pub x: T,
pub y: T,
pub z: T,
/* private fields */
}
canvas
only.Expand description
A 3d Point tagged with a unit.
Fields§
§x: T
§y: T
§z: T
Implementations§
§impl<T, U> Point3D<T, U>
impl<T, U> Point3D<T, U>
pub fn zero() -> Point3D<T, U>where
T: Zero,
pub fn zero() -> Point3D<T, U>where
T: Zero,
The same as Point3D::origin
.
pub fn from_lengths(
x: Length<T, U>,
y: Length<T, U>,
z: Length<T, U>,
) -> Point3D<T, U>
pub fn from_lengths( x: Length<T, U>, y: Length<T, U>, z: Length<T, U>, ) -> Point3D<T, U>
Constructor taking properly Lengths instead of scalar values.
pub fn splat(v: T) -> Point3D<T, U>where
T: Clone,
pub fn splat(v: T) -> Point3D<T, U>where
T: Clone,
Constructor setting all components to the same value.
pub fn from_untyped(p: Point3D<T, UnknownUnit>) -> Point3D<T, U>
pub fn from_untyped(p: Point3D<T, UnknownUnit>) -> Point3D<T, U>
Tag a unitless value with units.
pub fn map<V, F>(self, f: F) -> Point3D<V, U>where
F: FnMut(T) -> V,
pub fn map<V, F>(self, f: F) -> Point3D<V, U>where
F: FnMut(T) -> V,
Apply the function f
to each component of this point.
§Example
This may be used to perform unusual arithmetic which is not already offered as methods.
use euclid::default::Point3D;
let p = Point3D::<u32>::new(5, 11, 15);
assert_eq!(p.map(|coord| coord.saturating_sub(10)), Point3D::new(0, 1, 5));
pub fn zip<V, F>(self, rhs: Point3D<T, U>, f: F) -> Vector3D<V, U>where
F: FnMut(T, T) -> V,
pub fn zip<V, F>(self, rhs: Point3D<T, U>, f: F) -> Vector3D<V, U>where
F: FnMut(T, T) -> V,
Apply the function f
to each pair of components of this point and rhs
.
§Example
This may be used to perform unusual arithmetic which is not already offered as methods.
use euclid::{default::{Point3D, Vector3D}, point2};
let a: Point3D<u32> = Point3D::new(50, 200, 400);
let b: Point3D<u32> = Point3D::new(100, 100, 150);
assert_eq!(a.zip(b, u32::saturating_sub), Vector3D::new(0, 100, 250));
§impl<T, U> Point3D<T, U>where
T: Copy,
impl<T, U> Point3D<T, U>where
T: Copy,
pub fn to_vector(self) -> Vector3D<T, U>
pub fn to_vector(self) -> Vector3D<T, U>
Cast this point into a vector.
Equivalent to subtracting the origin to this point.
pub fn to_array(self) -> [T; 3]
pub fn to_array(self) -> [T; 3]
Cast into an array with x, y and z.
§Example
enum Mm {}
let point: Point3D<_, Mm> = point3(1, -8, 0);
assert_eq!(point.to_array(), [1, -8, 0]);
pub fn to_array_4d(self) -> [T; 4]where
T: One,
pub fn to_tuple(self) -> (T, T, T)
pub fn to_tuple(self) -> (T, T, T)
Cast into a tuple with x, y and z.
§Example
enum Mm {}
let point: Point3D<_, Mm> = point3(1, -8, 0);
assert_eq!(point.to_tuple(), (1, -8, 0));
pub fn to_tuple_4d(self) -> (T, T, T, T)where
T: One,
pub fn to_untyped(self) -> Point3D<T, UnknownUnit>
pub fn to_untyped(self) -> Point3D<T, UnknownUnit>
Drop the units, preserving only the numeric value.
§Example
enum Mm {}
let point: Point3D<_, Mm> = point3(1, -8, 0);
assert_eq!(point.x, point.to_untyped().x);
assert_eq!(point.y, point.to_untyped().y);
assert_eq!(point.z, point.to_untyped().z);
pub fn cast_unit<V>(self) -> Point3D<T, V>
pub fn cast_unit<V>(self) -> Point3D<T, V>
Cast the unit, preserving the numeric value.
§Example
enum Mm {}
enum Cm {}
let point: Point3D<_, Mm> = point3(1, -8, 0);
assert_eq!(point.x, point.cast_unit::<Cm>().x);
assert_eq!(point.y, point.cast_unit::<Cm>().y);
assert_eq!(point.z, point.cast_unit::<Cm>().z);
pub fn round(self) -> Point3D<T, U>where
T: Round,
pub fn round(self) -> Point3D<T, U>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!(point3::<_, Mm>(-0.1, -0.8, 0.4).round(), point3::<_, Mm>(0.0, -1.0, 0.0))
pub fn ceil(self) -> Point3D<T, U>where
T: Ceil,
pub fn ceil(self) -> Point3D<T, U>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!(point3::<_, Mm>(-0.1, -0.8, 0.4).ceil(), point3::<_, Mm>(0.0, 0.0, 1.0))
pub fn floor(self) -> Point3D<T, U>where
T: Floor,
pub fn floor(self) -> Point3D<T, U>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!(point3::<_, Mm>(-0.1, -0.8, 0.4).floor(), point3::<_, Mm>(-1.0, -1.0, 0.0))
pub fn lerp(self, other: Point3D<T, U>, t: T) -> Point3D<T, U>
pub fn lerp(self, other: Point3D<T, U>, t: T) -> Point3D<T, U>
Linearly interpolate between this point and another point.
§Example
use euclid::point3;
use euclid::default::Point3D;
let from: Point3D<_> = point3(0.0, 10.0, -1.0);
let to: Point3D<_> = point3(8.0, -4.0, 0.0);
assert_eq!(from.lerp(to, -1.0), point3(-8.0, 24.0, -2.0));
assert_eq!(from.lerp(to, 0.0), point3( 0.0, 10.0, -1.0));
assert_eq!(from.lerp(to, 0.5), point3( 4.0, 3.0, -0.5));
assert_eq!(from.lerp(to, 1.0), point3( 8.0, -4.0, 0.0));
assert_eq!(from.lerp(to, 2.0), point3(16.0, -18.0, 1.0));
§impl<T, U> Point3D<T, U>where
T: PartialOrd,
impl<T, U> Point3D<T, U>where
T: PartialOrd,
§impl<T, U> Point3D<T, U>
impl<T, U> Point3D<T, U>
pub fn cast<NewT>(self) -> Point3D<NewT, U>where
NewT: NumCast,
pub fn cast<NewT>(self) -> Point3D<NewT, U>where
NewT: NumCast,
Cast from one numeric representation to another, preserving the units.
When casting from floating point 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.
pub fn try_cast<NewT>(self) -> Option<Point3D<NewT, U>>where
NewT: NumCast,
pub fn try_cast<NewT>(self) -> Option<Point3D<NewT, U>>where
NewT: NumCast,
Fallible cast from one numeric representation to another, preserving the units.
When casting from floating point 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.
pub fn to_usize(self) -> Point3D<usize, U>
pub fn to_usize(self) -> Point3D<usize, U>
Cast into an usize
point, truncating decimals if any.
When casting from floating point points, it is worth considering whether
to round()
, ceil()
or floor()
before the cast in order to obtain
the desired conversion behavior.
pub fn to_u32(self) -> Point3D<u32, U>
pub fn to_u32(self) -> Point3D<u32, U>
Cast into an u32
point, truncating decimals if any.
When casting from floating point points, it is worth considering whether
to round()
, ceil()
or floor()
before the cast in order to obtain
the desired conversion behavior.
§impl<T, U> Point3D<T, U>
impl<T, U> Point3D<T, U>
pub fn distance_to(self, other: Point3D<T, U>) -> T
§impl<T, U> Point3D<T, U>where
T: Euclid,
impl<T, U> Point3D<T, U>where
T: Euclid,
pub fn rem_euclid(&self, other: &Size3D<T, U>) -> Point3D<T, U>
pub fn rem_euclid(&self, other: &Size3D<T, U>) -> Point3D<T, U>
Calculates the least nonnegative remainder of self (mod other)
.
§Example
use euclid::point3;
use euclid::default::{Point3D, Size3D};
let p = Point3D::new(7.0, -7.0, 0.0);
let s = Size3D::new(4.0, -4.0, 12.0);
assert_eq!(p.rem_euclid(&s), point3(3.0, 1.0, 0.0));
assert_eq!((-p).rem_euclid(&s), point3(1.0, 3.0, 0.0));
assert_eq!(p.rem_euclid(&-s), point3(3.0, 1.0, 0.0));
pub fn div_euclid(&self, other: &Size3D<T, U>) -> Point3D<T, U>
pub fn div_euclid(&self, other: &Size3D<T, U>) -> Point3D<T, U>
Calculates Euclidean division, the matching method for rem_euclid
.
§Example
use euclid::point3;
use euclid::default::{Point3D, Size3D};
let p = Point3D::new(7.0, -7.0, 0.0);
let s = Size3D::new(4.0, -4.0, 12.0);
assert_eq!(p.div_euclid(&s), point3(1.0, 2.0, 0.0));
assert_eq!((-p).div_euclid(&s), point3(-2.0, -1.0, 0.0));
assert_eq!(p.div_euclid(&-s), point3(-1.0, -2.0, 0.0));
Trait Implementations§
§impl<T, U> AddAssign<Size3D<T, U>> for Point3D<T, U>where
T: AddAssign,
impl<T, U> AddAssign<Size3D<T, U>> for Point3D<T, U>where
T: AddAssign,
§fn add_assign(&mut self, other: Size3D<T, U>)
fn add_assign(&mut self, other: Size3D<T, U>)
+=
operation. Read more§impl<T, U> AddAssign<Vector3D<T, U>> for Point3D<T, U>
impl<T, U> AddAssign<Vector3D<T, U>> for Point3D<T, U>
§fn add_assign(&mut self, other: Vector3D<T, U>)
fn add_assign(&mut self, other: Vector3D<T, U>)
+=
operation. Read more§impl<T, U> ApproxEq<Point3D<T, U>> for Point3D<T, U>where
T: ApproxEq<T>,
impl<T, U> ApproxEq<Point3D<T, U>> for Point3D<T, U>where
T: ApproxEq<T>,
§fn approx_epsilon() -> Point3D<T, U>
fn approx_epsilon() -> Point3D<T, U>
§fn approx_eq_eps(&self, other: &Point3D<T, U>, eps: &Point3D<T, U>) -> bool
fn approx_eq_eps(&self, other: &Point3D<T, U>, eps: &Point3D<T, U>) -> bool
true
if this object is approximately equal to the other one, using
a provided epsilon value.§fn approx_eq(&self, other: &Self) -> bool
fn approx_eq(&self, other: &Self) -> bool
true
if this object is approximately equal to the other one, using
the approx_epsilon
epsilon value.§impl<T, U> DivAssign<Scale<T, U, U>> for Point3D<T, U>
impl<T, U> DivAssign<Scale<T, U, U>> for Point3D<T, U>
§fn div_assign(&mut self, scale: Scale<T, U, U>)
fn div_assign(&mut self, scale: Scale<T, U, U>)
/=
operation. Read more§impl<T, U> DivAssign<T> for Point3D<T, U>
impl<T, U> DivAssign<T> for Point3D<T, U>
§fn div_assign(&mut self, scale: T)
fn div_assign(&mut self, scale: T)
/=
operation. Read more§impl<T, U> Floor for Point3D<T, U>where
T: Floor,
impl<T, U> Floor for Point3D<T, U>where
T: Floor,
§fn floor(self) -> Point3D<T, U>
fn floor(self) -> Point3D<T, U>
See Point3D::floor
.
§impl<T, U> From<Point3D<T, U>> for HomogeneousVector<T, U>where
T: One,
impl<T, U> From<Point3D<T, U>> for HomogeneousVector<T, U>where
T: One,
§fn from(p: Point3D<T, U>) -> HomogeneousVector<T, U>
fn from(p: Point3D<T, U>) -> HomogeneousVector<T, U>
§impl<T, U> MulAssign<Scale<T, U, U>> for Point3D<T, U>
impl<T, U> MulAssign<Scale<T, U, U>> for Point3D<T, U>
§fn mul_assign(&mut self, scale: Scale<T, U, U>)
fn mul_assign(&mut self, scale: Scale<T, U, U>)
*=
operation. Read more§impl<T, U> MulAssign<T> for Point3D<T, U>
impl<T, U> MulAssign<T> for Point3D<T, U>
§fn mul_assign(&mut self, scale: T)
fn mul_assign(&mut self, scale: T)
*=
operation. Read more§impl<T, U> Round for Point3D<T, U>where
T: Round,
impl<T, U> Round for Point3D<T, U>where
T: Round,
§fn round(self) -> Point3D<T, U>
fn round(self) -> Point3D<T, U>
See Point3D::round
.
§impl<T, U> SubAssign<Size3D<T, U>> for Point3D<T, U>where
T: SubAssign,
impl<T, U> SubAssign<Size3D<T, U>> for Point3D<T, U>where
T: SubAssign,
§fn sub_assign(&mut self, other: Size3D<T, U>)
fn sub_assign(&mut self, other: Size3D<T, U>)
-=
operation. Read more§impl<T, U> SubAssign<Vector3D<T, U>> for Point3D<T, U>
impl<T, U> SubAssign<Vector3D<T, U>> for Point3D<T, U>
§fn sub_assign(&mut self, other: Vector3D<T, U>)
fn sub_assign(&mut self, other: Vector3D<T, U>)
-=
operation. Read moreimpl<T, U> Copy for Point3D<T, U>where
T: Copy,
impl<T, U> Eq for Point3D<T, U>where
T: Eq,
Auto Trait Implementations§
impl<T, U> Freeze for Point3D<T, U>where
T: Freeze,
impl<T, U> RefUnwindSafe for Point3D<T, U>where
T: RefUnwindSafe,
U: RefUnwindSafe,
impl<T, U> Send for Point3D<T, U>
impl<T, U> Sync for Point3D<T, U>
impl<T, U> Unpin for Point3D<T, U>
impl<T, U> UnwindSafe for Point3D<T, U>where
T: UnwindSafe,
U: UnwindSafe,
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Dwp: WhitePoint<T>,
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impl<T, U> TryIntoColor<U> for Twhere
U: TryFromColor<T>,
Source§fn try_into_color(self) -> Result<U, OutOfBounds<U>>
fn try_into_color(self) -> Result<U, OutOfBounds<U>>
OutOfBounds
error is returned which contains
the unclamped color. Read more