Struct ultraviolet::vec::Vec3 [−][src]
Expand description
A set of three coordinates which may be interpreted as a point or vector in 3d space, or as a homogeneous 2d vector or point.
Generally this distinction between a point and vector is more of a pain than it is worth to distinguish on a type level, however when converting to and from homogeneous coordinates it is quite important.
Fields
x: f32y: f32z: f32Implementations
impl Vec3[src]
impl Vec3[src]pub const fn new(x: f32, y: f32, z: f32) -> Self[src]
pub const fn broadcast(val: f32) -> Self[src]
pub fn unit_x() -> Self[src]
pub fn unit_y() -> Self[src]
pub fn unit_z() -> Self[src]
pub fn into_homogeneous_point(self) -> Vec4[src]
pub fn into_homogeneous_point(self) -> Vec4[src]Create a homogeneous 3d point from this vector interpreted as a point, meaning the homogeneous component will start with a value of 1.0.
pub fn into_homogeneous_vector(self) -> Vec4[src]
pub fn into_homogeneous_vector(self) -> Vec4[src]Create a homogeneous 3d vector from this vector, meaning the homogeneous component will always have a value of 0.0.
pub fn from_homogeneous_point(v: Vec4) -> Self[src]
pub fn from_homogeneous_point(v: Vec4) -> Self[src]Create a 3d point from a homogeneous 3d point, performing division by the homogeneous component. This should not be used for homogeneous 3d vectors, which will have 0 as their homogeneous component.
pub fn from_homogeneous_vector(v: Vec4) -> Self[src]
pub fn from_homogeneous_vector(v: Vec4) -> Self[src]Create a 3d vector from homogeneous 2d vector, which simply discards the homogeneous component.
pub fn dot(&self, other: Vec3) -> f32[src]
pub fn wedge(&self, other: Vec3) -> Bivec3[src]
pub fn wedge(&self, other: Vec3) -> Bivec3[src]The wedge (aka exterior) product of two vectors.
This operation results in a bivector, which represents
the plane parallel to the two vectors, and which has a
‘oriented area’ equal to the parallelogram created by extending
the two vectors, oriented such that the positive direction is the
one which would move self closer to other.
pub fn geom(&self, other: Vec3) -> Rotor3[src]
pub fn geom(&self, other: Vec3) -> Rotor3[src]The geometric product of this and another vector, which is defined as the sum of the dot product and the wedge product.
This operation results in a ‘rotor’, named as such as it may define
a rotation. The rotor which results from the geometric product
will rotate in the plane parallel to the two vectors, by twice the angle between
them and in the opposite direction (i.e. it will rotate in the direction that would
bring other towards self, and rotate in that direction by twice the angle between them).
pub fn rotate_by(&mut self, rotor: Rotor3)[src]
pub fn rotated_by(self, rotor: Rotor3) -> Self[src]
pub fn cross(&self, other: Vec3) -> Self[src]
pub fn reflect(&mut self, normal: Vec3)[src]
pub fn reflected(&self, normal: Vec3) -> Self[src]
pub fn mag_sq(&self) -> f32[src]
pub fn mag(&self) -> f32[src]
pub fn normalize(&mut self)[src]
#[must_use = "Did you mean to use `.normalize()` to normalize `self` in place?"]pub fn normalized(&self) -> Self[src]
pub fn normalize_homogeneous_point(&mut self)[src]
pub fn normalize_homogeneous_point(&mut self)[src]Normalize self in-place by interpreting it as a homogeneous point, i.e.
scaling the vector to ensure the homogeneous component has length 1.
#[must_use = "Did you mean to use `.normalize_homogeneous_point()` to normalize `self` in place?"]pub fn normalized_homogeneous_point(&self) -> Self[src]
#[must_use = "Did you mean to use `.normalize_homogeneous_point()` to normalize `self` in place?"]pub fn normalized_homogeneous_point(&self) -> Self[src]Normalize self by interpreting it as a homogeneous point, i.e.
scaling the vector to ensure the homogeneous component has length 1.
pub fn mul_add(&self, mul: Vec3, add: Vec3) -> Self[src]
pub fn abs(&self) -> Self[src]
pub fn clamp(&mut self, min: Self, max: Self)[src]
pub fn clamped(self, min: Self, max: Self) -> Self[src]
pub fn map<F>(&self, f: F) -> Self where
F: Fn(f32) -> f32, [src]
F: Fn(f32) -> f32,
pub fn apply<F>(&mut self, f: F) where
F: Fn(f32) -> f32, [src]
F: Fn(f32) -> f32,
pub fn max_by_component(self, other: Self) -> Self[src]
pub fn min_by_component(self, other: Self) -> Self[src]
pub fn component_max(&self) -> f32[src]
pub fn component_min(&self) -> f32[src]
pub fn zero() -> Self[src]
pub fn one() -> Self[src]
pub const fn xy(&self) -> Vec2[src]
pub fn xyzw(&self) -> Vec4[src]
pub fn layout() -> Layout[src]
pub fn as_array(&self) -> &[f32; 3][src]
pub fn as_slice(&self) -> &[f32][src]
pub fn as_byte_slice(&self) -> &[u8][src]
pub fn as_mut_slice(&mut self) -> &mut [f32][src]
pub fn as_mut_byte_slice(&mut self) -> &mut [u8][src]
pub const fn as_ptr(&self) -> *const f32[src]
pub const fn as_ptr(&self) -> *const f32[src]Returns a constant unsafe pointer to the underlying data in the underlying type. This function is safe because all types here are repr(C) and can be represented as their underlying type.
Safety
It is up to the caller to correctly use this pointer and its bounds.
pub fn as_mut_ptr(&mut self) -> *mut f32[src]
pub fn as_mut_ptr(&mut self) -> *mut f32[src]Returns a mutable unsafe pointer to the underlying data in the underlying type. This function is safe because all types here are repr(C) and can be represented as their underlying type.
Safety
It is up to the caller to correctly use this pointer and its bounds.
Trait Implementations
impl AddAssign<Vec3> for Vec3[src]
impl AddAssign<Vec3> for Vec3[src]fn add_assign(&mut self, rhs: Vec3)[src]
fn add_assign(&mut self, rhs: Vec3)[src]Performs the += operation. Read more
impl<'de> Deserialize<'de> for Vec3[src]
impl<'de> Deserialize<'de> for Vec3[src]fn deserialize<D>(deserializer: D) -> Result<Self, D::Error> where
D: Deserializer<'de>, [src]
fn deserialize<D>(deserializer: D) -> Result<Self, D::Error> where
D: Deserializer<'de>, [src]Deserialize this value from the given Serde deserializer. Read more
impl DivAssign<Vec3> for Vec3[src]
impl DivAssign<Vec3> for Vec3[src]fn div_assign(&mut self, rhs: Vec3)[src]
fn div_assign(&mut self, rhs: Vec3)[src]Performs the /= operation. Read more
impl DivAssign<f32> for Vec3[src]
impl DivAssign<f32> for Vec3[src]fn div_assign(&mut self, rhs: f32)[src]
fn div_assign(&mut self, rhs: f32)[src]Performs the /= operation. Read more
impl Lerp<f32> for Vec3[src]
impl Lerp<f32> for Vec3[src]fn lerp(&self, end: Self, t: f32) -> Self[src]
fn lerp(&self, end: Self, t: f32) -> Self[src]Linearly interpolate between self and end by t between 0.0 and 1.0.
i.e. (1.0 - t) * self + (t) * end.
For interpolating Rotors with linear interpolation, you almost certainly
want to normalize the returned Rotor. For example,
let interpolated_rotor = rotor1.lerp(rotor2, 0.5).normalized();
For most cases (especially where performance is the primary concern, like in
animation interpolation for games, this ‘normalized lerp’ or ‘nlerp’ is probably
what you want to use. However, there are situations in which you really want
the interpolation between two Rotors to be of constant angular velocity. In this
case, check out Slerp.
impl Mul<Vec3> for Similarity3[src]
impl Mul<Vec3> for Similarity3[src]impl MulAssign<Vec3> for Vec3[src]
impl MulAssign<Vec3> for Vec3[src]fn mul_assign(&mut self, rhs: Vec3)[src]
fn mul_assign(&mut self, rhs: Vec3)[src]Performs the *= operation. Read more
impl MulAssign<f32> for Vec3[src]
impl MulAssign<f32> for Vec3[src]fn mul_assign(&mut self, rhs: f32)[src]
fn mul_assign(&mut self, rhs: f32)[src]Performs the *= operation. Read more
impl Slerp<f32> for Vec3[src]
impl Slerp<f32> for Vec3[src]fn slerp(&self, end: Self, t: f32) -> Self[src]
fn slerp(&self, end: Self, t: f32) -> Self[src]Spherical-linear interpolation between self and end based on t from 0.0 to 1.0.
self and end should both be normalized or something bad will happen!
The implementation for SIMD types also requires that the two things being interpolated between are not exactly aligned, or else the result is undefined.
Basically, interpolation that maintains a constant angular velocity
from one orientation on a unit hypersphere to another. This is sorta the “high quality” interpolation
for Rotors, and it can also be used to interpolate other things, one example being interpolation of
3d normal vectors.
Note that you should often normalize the result returned by this operation, when working with Rotors, etc!
impl SubAssign<Vec3> for Vec3[src]
impl SubAssign<Vec3> for Vec3[src]fn sub_assign(&mut self, rhs: Vec3)[src]
fn sub_assign(&mut self, rhs: Vec3)[src]Performs the -= operation. Read more
impl TryFrom<Vec3> for IVec3[src]
impl TryFrom<Vec3> for IVec3[src]fn try_from(v: Vec3) -> Result<Self, Self::Error>[src]
fn try_from(v: Vec3) -> Result<Self, Self::Error>[src]Tries to convert the source to Self in a lossy way, flooring any float value.
Errors
NaN- If a float value isNaN.NotFinite- If a float value is infinity or negative infinity.PosOverflow- If a float value would be greater than the the self.component max value.NegOverflow- If a float value would be less than the self.component min value.
type Error = FloatConversionError
type Error = FloatConversionErrorThe type returned in the event of a conversion error.
impl TryFrom<Vec3> for UVec3[src]
impl TryFrom<Vec3> for UVec3[src]fn try_from(v: Vec3) -> Result<Self, Self::Error>[src]
fn try_from(v: Vec3) -> Result<Self, Self::Error>[src]Tries to convert the source to Self in a lossy way, flooring any float value.
Errors
NaN- If a float value isNaN.NotFinite- If a float value is infinity or negative infinity.PosOverflow- If a float value would be greater than the the self.component max value.NegOverflow- If a float value would be less than the self.component min value.
type Error = FloatConversionError
type Error = FloatConversionErrorThe type returned in the event of a conversion error.
impl Copy for Vec3[src]
impl Pod for Vec3[src]
impl StructuralPartialEq for Vec3[src]
Auto Trait Implementations
impl RefUnwindSafe for Vec3
impl Send for Vec3
impl Sync for Vec3
impl Unpin for Vec3
impl UnwindSafe for Vec3
Blanket Implementations
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]pub fn borrow_mut(&mut self) -> &mut T[src]
pub fn borrow_mut(&mut self) -> &mut T[src]Mutably borrows from an owned value. Read more
impl<T> ToOwned for T where
T: Clone, [src]
impl<T> ToOwned for T where
T: Clone, [src]type Owned = T
type Owned = TThe resulting type after obtaining ownership.
pub fn to_owned(&self) -> T[src]
pub fn to_owned(&self) -> T[src]Creates owned data from borrowed data, usually by cloning. Read more
pub fn clone_into(&self, target: &mut T)[src]
pub fn clone_into(&self, target: &mut T)[src]🔬 This is a nightly-only experimental API. (toowned_clone_into)
recently added
Uses borrowed data to replace owned data, usually by cloning. Read more
impl<T> DeserializeOwned for T where
T: for<'de> Deserialize<'de>, [src]
T: for<'de> Deserialize<'de>,