Struct Vector3D
pub struct Vector3D<T, U> {
pub x: T,
pub y: T,
pub z: T,
/* private fields */
}geometry only.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§
§impl<T, U> Vector3D<T, U>
impl<T, U> Vector3D<T, U>
pub fn zero() -> Vector3D<T, U>where
T: Zero,
Available on crate feature canvas only.
pub fn zero() -> Vector3D<T, U>where
T: Zero,
canvas only.Constructor, setting all components to zero.
pub fn one() -> Vector3D<T, U>where
T: One,
Available on crate feature canvas only.
pub fn one() -> Vector3D<T, U>where
T: One,
canvas only.Constructor, setting all components to one.
pub const fn new(x: T, y: T, z: T) -> Vector3D<T, U>
Available on crate feature canvas only.
pub const fn new(x: T, y: T, z: T) -> Vector3D<T, U>
canvas only.Constructor taking scalar values directly.
pub fn splat(v: T) -> Vector3D<T, U>where
T: Clone,
Available on crate feature canvas only.
pub fn splat(v: T) -> Vector3D<T, U>where
T: Clone,
canvas only.Constructor setting all components to the same value.
pub fn from_lengths(
x: Length<T, U>,
y: Length<T, U>,
z: Length<T, U>,
) -> Vector3D<T, U>
Available on crate feature canvas only.
pub fn from_lengths( x: Length<T, U>, y: Length<T, U>, z: Length<T, U>, ) -> Vector3D<T, U>
canvas only.Constructor taking properly Lengths instead of scalar values.
pub fn from_untyped(p: Vector3D<T, UnknownUnit>) -> Vector3D<T, U>
Available on crate feature canvas only.
pub fn from_untyped(p: Vector3D<T, UnknownUnit>) -> Vector3D<T, U>
canvas only.Tag a unitless value with units.
pub fn map<V, F>(self, f: F) -> Vector3D<V, U>where
F: FnMut(T) -> V,
Available on crate feature canvas only.
pub fn map<V, F>(self, f: F) -> Vector3D<V, U>where
F: FnMut(T) -> V,
canvas only.Apply the function f to each component of this vector.
§Example
This may be used to perform unusual arithmetic which is not already offered as methods.
use euclid::default::Vector3D;
let p = Vector3D::<u32>::new(5, 11, 15);
assert_eq!(p.map(|coord| coord.saturating_sub(10)), Vector3D::new(0, 1, 5));pub fn zip<V, F>(self, rhs: Vector3D<T, U>, f: F) -> Vector3D<V, U>where
F: FnMut(T, T) -> V,
Available on crate feature canvas only.
pub fn zip<V, F>(self, rhs: Vector3D<T, U>, f: F) -> Vector3D<V, U>where
F: FnMut(T, T) -> V,
canvas only.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::Vector3D;
let a: Vector3D<u8> = Vector3D::new(50, 200, 10);
let b: Vector3D<u8> = Vector3D::new(100, 100, 0);
assert_eq!(a.zip(b, u8::saturating_add), Vector3D::new(150, 255, 10));pub fn abs(self) -> Vector3D<T, U>where
T: Signed,
Available on crate feature canvas only.
pub fn abs(self) -> Vector3D<T, U>where
T: Signed,
canvas only.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.
§impl<T, U> Vector3D<T, U>where
T: Copy,
impl<T, U> Vector3D<T, U>where
T: Copy,
pub fn cross(self, other: Vector3D<T, U>) -> Vector3D<T, U>
Available on crate feature canvas only.
pub fn cross(self, other: Vector3D<T, U>) -> Vector3D<T, U>
canvas only.Cross product.
pub fn component_mul(self, other: Vector3D<T, U>) -> Vector3D<T, U>where
T: Mul<Output = T>,
Available on crate feature canvas only.
pub fn component_mul(self, other: Vector3D<T, U>) -> Vector3D<T, U>where
T: Mul<Output = T>,
canvas only.Returns the component-wise multiplication of the two vectors.
pub fn component_div(self, other: Vector3D<T, U>) -> Vector3D<T, U>where
T: Div<Output = T>,
Available on crate feature canvas only.
pub fn component_div(self, other: Vector3D<T, U>) -> Vector3D<T, U>where
T: Div<Output = T>,
canvas only.Returns the component-wise division of the two vectors.
pub fn to_point(self) -> Point3D<T, U>
Available on crate feature canvas only.
pub fn to_point(self) -> Point3D<T, U>
canvas only.Cast this vector into a point.
Equivalent to adding this vector to the origin.
pub fn xy(self) -> Vector2D<T, U>
Available on crate feature canvas only.
pub fn xy(self) -> Vector2D<T, U>
canvas only.Returns a 2d vector using this vector’s x and y coordinates
pub fn xz(self) -> Vector2D<T, U>
Available on crate feature canvas only.
pub fn xz(self) -> Vector2D<T, U>
canvas only.Returns a 2d vector using this vector’s x and z coordinates
pub fn yz(self) -> Vector2D<T, U>
Available on crate feature canvas only.
pub fn yz(self) -> Vector2D<T, U>
canvas only.Returns a 2d vector using this vector’s x and z coordinates
pub fn to_array(self) -> [T; 3]
Available on crate feature canvas only.
pub fn to_array(self) -> [T; 3]
canvas only.Cast into an array with x, y and z.
pub fn to_array_4d(self) -> [T; 4]where
T: Zero,
Available on crate feature canvas only.
pub fn to_array_4d(self) -> [T; 4]where
T: Zero,
canvas only.Cast into an array with x, y, z and 0.
pub fn to_tuple(self) -> (T, T, T)
Available on crate feature canvas only.
pub fn to_tuple(self) -> (T, T, T)
canvas only.Cast into a tuple with x, y and z.
pub fn to_tuple_4d(self) -> (T, T, T, T)where
T: Zero,
Available on crate feature canvas only.
pub fn to_tuple_4d(self) -> (T, T, T, T)where
T: Zero,
canvas only.Cast into a tuple with x, y, z and 0.
pub fn to_untyped(self) -> Vector3D<T, UnknownUnit>
Available on crate feature canvas only.
pub fn to_untyped(self) -> Vector3D<T, UnknownUnit>
canvas only.Drop the units, preserving only the numeric value.
pub fn to_2d(self) -> Vector2D<T, U>
Available on crate feature canvas only.
pub fn to_2d(self) -> Vector2D<T, U>
canvas only.Convert into a 2d vector.
pub fn round(self) -> Vector3D<T, U>where
T: Round,
Available on crate feature canvas only.
pub fn round(self) -> Vector3D<T, U>where
T: Round,
canvas only.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))pub fn ceil(self) -> Vector3D<T, U>where
T: Ceil,
Available on crate feature canvas only.
pub fn ceil(self) -> Vector3D<T, U>where
T: Ceil,
canvas only.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))pub fn floor(self) -> Vector3D<T, U>where
T: Floor,
Available on crate feature canvas only.
pub fn floor(self) -> Vector3D<T, U>where
T: Floor,
canvas only.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))pub fn to_transform(self) -> Transform3D<T, U, U>
Available on crate feature canvas only.
pub fn to_transform(self) -> Transform3D<T, U, U>
canvas only.Creates translation by this vector in vector units
§impl<T, U> Vector3D<T, U>
impl<T, U> Vector3D<T, U>
pub fn square_length(self) -> T
Available on crate feature canvas only.
pub fn square_length(self) -> T
canvas only.Returns the vector’s length squared.
pub fn project_onto_vector(self, onto: Vector3D<T, U>) -> Vector3D<T, U>
Available on crate feature canvas only.
pub fn project_onto_vector(self, onto: Vector3D<T, U>) -> Vector3D<T, U>
canvas only.Returns this vector projected onto another one.
Projecting onto a nil vector will cause a division by zero.
§impl<T, U> Vector3D<T, U>where
T: Float,
impl<T, U> Vector3D<T, U>where
T: Float,
pub fn robust_normalize(self) -> Vector3D<T, U>
Available on crate feature canvas only.
pub fn robust_normalize(self) -> Vector3D<T, U>
canvas only.Return the normalized vector even if the length is larger than the max value of Float.
§impl<T, U> Vector3D<T, U>where
T: Real,
impl<T, U> Vector3D<T, U>where
T: Real,
pub fn angle_to(self, other: Vector3D<T, U>) -> Angle<T>where
T: Trig,
Available on crate feature canvas only.
pub fn angle_to(self, other: Vector3D<T, U>) -> Angle<T>where
T: Trig,
canvas only.Returns the positive angle between this vector and another vector.
The returned angle is between 0 and PI.
pub fn length(self) -> T
Available on crate feature canvas only.
pub fn length(self) -> T
canvas only.Returns the vector length.
pub fn normalize(self) -> Vector3D<T, U>
Available on crate feature canvas only.
pub fn normalize(self) -> Vector3D<T, U>
canvas only.Returns the vector with length of one unit
pub fn try_normalize(self) -> Option<Vector3D<T, U>>
Available on crate feature canvas only.
pub fn try_normalize(self) -> Option<Vector3D<T, U>>
canvas only.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.
pub fn with_max_length(self, max_length: T) -> Vector3D<T, U>
Available on crate feature canvas only.
pub fn with_max_length(self, max_length: T) -> Vector3D<T, U>
canvas only.Return this vector capped to a maximum length.
pub fn with_min_length(self, min_length: T) -> Vector3D<T, U>
Available on crate feature canvas only.
pub fn with_min_length(self, min_length: T) -> Vector3D<T, U>
canvas only.Return this vector with a minimum length applied.
pub fn clamp_length(self, min: T, max: T) -> Vector3D<T, U>
Available on crate feature canvas only.
pub fn clamp_length(self, min: T, max: T) -> Vector3D<T, U>
canvas only.Return this vector with minimum and maximum lengths applied.
§impl<T, U> Vector3D<T, U>
impl<T, U> Vector3D<T, U>
pub fn lerp(self, other: Vector3D<T, U>, t: T) -> Vector3D<T, U>
Available on crate feature canvas only.
pub fn lerp(self, other: Vector3D<T, U>, t: T) -> Vector3D<T, U>
canvas only.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));§impl<T, U> Vector3D<T, U>where
T: PartialOrd,
impl<T, U> Vector3D<T, U>where
T: PartialOrd,
pub fn min(self, other: Vector3D<T, U>) -> Vector3D<T, U>
Available on crate feature canvas only.
pub fn min(self, other: Vector3D<T, U>) -> Vector3D<T, U>
canvas only.Returns the vector each component of which are minimum of this vector and another.
pub fn max(self, other: Vector3D<T, U>) -> Vector3D<T, U>
Available on crate feature canvas only.
pub fn max(self, other: Vector3D<T, U>) -> Vector3D<T, U>
canvas only.Returns the vector each component of which are maximum of this vector and another.
pub fn clamp(self, start: Vector3D<T, U>, end: Vector3D<T, U>) -> Vector3D<T, U>where
T: Copy,
Available on crate feature canvas only.
pub fn clamp(self, start: Vector3D<T, U>, end: Vector3D<T, U>) -> Vector3D<T, U>where
T: Copy,
canvas only.Returns the vector each component of which is clamped by corresponding
components of start and end.
Shortcut for self.max(start).min(end).
pub fn greater_than(self, other: Vector3D<T, U>) -> BoolVector3D
Available on crate feature canvas only.
pub fn greater_than(self, other: Vector3D<T, U>) -> BoolVector3D
canvas only.Returns vector with results of “greater than” operation on each component.
pub fn lower_than(self, other: Vector3D<T, U>) -> BoolVector3D
Available on crate feature canvas only.
pub fn lower_than(self, other: Vector3D<T, U>) -> BoolVector3D
canvas only.Returns vector with results of “lower than” operation on each component.
§impl<T, U> Vector3D<T, U>where
T: PartialEq,
impl<T, U> Vector3D<T, U>where
T: PartialEq,
pub fn equal(self, other: Vector3D<T, U>) -> BoolVector3D
Available on crate feature canvas only.
pub fn equal(self, other: Vector3D<T, U>) -> BoolVector3D
canvas only.Returns vector with results of “equal” operation on each component.
pub fn not_equal(self, other: Vector3D<T, U>) -> BoolVector3D
Available on crate feature canvas only.
pub fn not_equal(self, other: Vector3D<T, U>) -> BoolVector3D
canvas only.Returns vector with results of “not equal” operation on each component.
§impl<T, U> Vector3D<T, U>
impl<T, U> Vector3D<T, U>
pub fn cast<NewT>(self) -> Vector3D<NewT, U>where
NewT: NumCast,
Available on crate feature canvas only.
pub fn cast<NewT>(self) -> Vector3D<NewT, U>where
NewT: NumCast,
canvas only.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.
pub fn try_cast<NewT>(self) -> Option<Vector3D<NewT, U>>where
NewT: NumCast,
Available on crate feature canvas only.
pub fn try_cast<NewT>(self) -> Option<Vector3D<NewT, U>>where
NewT: NumCast,
canvas only.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.
pub fn to_f32(self) -> Vector3D<f32, U>
Available on crate feature canvas only.
pub fn to_f32(self) -> Vector3D<f32, U>
canvas only.Cast into an f32 vector.
pub fn to_f64(self) -> Vector3D<f64, U>
Available on crate feature canvas only.
pub fn to_f64(self) -> Vector3D<f64, U>
canvas only.Cast into an f64 vector.
pub fn to_usize(self) -> Vector3D<usize, U>
Available on crate feature canvas only.
pub fn to_usize(self) -> Vector3D<usize, U>
canvas only.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.
pub fn to_isize(self) -> Vector3D<isize, U>
Available on crate feature canvas only.
pub fn to_isize(self) -> Vector3D<isize, U>
canvas only.Cast into an isize 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.
pub fn to_u32(self) -> Vector3D<u32, U>
Available on crate feature canvas only.
pub fn to_u32(self) -> Vector3D<u32, U>
canvas only.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.
pub fn to_i32(self) -> Vector3D<i32, U>
Available on crate feature canvas only.
pub fn to_i32(self) -> Vector3D<i32, U>
canvas only.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.
pub fn to_i64(self) -> Vector3D<i64, U>
Available on crate feature canvas only.
pub fn to_i64(self) -> Vector3D<i64, U>
canvas only.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§
§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> AddAssign for Vector3D<T, U>
impl<T, U> AddAssign for Vector3D<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<Vector3D<T, U>> for Vector3D<T, U>where
T: ApproxEq<T>,
impl<T, U> ApproxEq<Vector3D<T, U>> for Vector3D<T, U>where
T: ApproxEq<T>,
§fn approx_epsilon() -> Vector3D<T, U>
fn approx_epsilon() -> Vector3D<T, U>
§fn approx_eq_eps(&self, other: &Vector3D<T, U>, eps: &Vector3D<T, U>) -> bool
fn approx_eq_eps(&self, other: &Vector3D<T, U>, eps: &Vector3D<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> Ceil for Vector3D<T, U>where
T: Ceil,
impl<T, U> Ceil for Vector3D<T, U>where
T: Ceil,
§fn ceil(self) -> Vector3D<T, U>
fn ceil(self) -> Vector3D<T, U>
See Vector3D::ceil.
§impl<T, U> DivAssign<Scale<T, U, U>> for Vector3D<T, U>
impl<T, U> DivAssign<Scale<T, U, U>> for Vector3D<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 Vector3D<T, U>
impl<T, U> DivAssign<T> for Vector3D<T, U>
§fn div_assign(&mut self, scale: T)
fn div_assign(&mut self, scale: T)
/= operation. Read more§impl<T, U> Floor for Vector3D<T, U>where
T: Floor,
impl<T, U> Floor for Vector3D<T, U>where
T: Floor,
§fn floor(self) -> Vector3D<T, U>
fn floor(self) -> Vector3D<T, U>
See Vector3D::floor.
§impl<T, Src, Dst> From<Translation3D<T, Src, Dst>> for Vector3D<T, Src>
impl<T, Src, Dst> From<Translation3D<T, Src, Dst>> for Vector3D<T, Src>
§fn from(t: Translation3D<T, Src, Dst>) -> Vector3D<T, Src>
fn from(t: Translation3D<T, Src, Dst>) -> Vector3D<T, Src>
§impl<T, Src, Dst> From<Vector3D<T, Dst>> for RigidTransform3D<T, Src, Dst>
impl<T, Src, Dst> From<Vector3D<T, Dst>> for RigidTransform3D<T, Src, Dst>
§fn from(t: Vector3D<T, Dst>) -> RigidTransform3D<T, Src, Dst>
fn from(t: Vector3D<T, Dst>) -> RigidTransform3D<T, Src, Dst>
§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>
§fn from(v: Vector3D<T, Src>) -> Translation3D<T, Src, Dst>
fn from(v: Vector3D<T, Src>) -> Translation3D<T, Src, Dst>
§impl<T, U> From<Vector3D<T, U>> for HomogeneousVector<T, U>where
T: Zero,
impl<T, U> From<Vector3D<T, U>> for HomogeneousVector<T, U>where
T: Zero,
§fn from(v: Vector3D<T, U>) -> HomogeneousVector<T, U>
fn from(v: Vector3D<T, U>) -> HomogeneousVector<T, U>
§impl<T, U> MulAssign<Scale<T, U, U>> for Vector3D<T, U>
impl<T, U> MulAssign<Scale<T, U, U>> for Vector3D<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 Vector3D<T, U>
impl<T, U> MulAssign<T> for Vector3D<T, U>
§fn mul_assign(&mut self, scale: T)
fn mul_assign(&mut self, scale: T)
*= operation. Read more§impl<T, U> Round for Vector3D<T, U>where
T: Round,
impl<T, U> Round for Vector3D<T, U>where
T: Round,
§fn round(self) -> Vector3D<T, U>
fn round(self) -> Vector3D<T, U>
See Vector3D::round.
§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 more§impl<T, U> SubAssign for Vector3D<T, U>
impl<T, U> SubAssign for Vector3D<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 Vector3D<T, U>where
T: Copy,
impl<T, U> Eq for Vector3D<T, U>where
T: Eq,
Auto Trait Implementations§
impl<T, U> Freeze for Vector3D<T, U>where
T: Freeze,
impl<T, U> RefUnwindSafe for Vector3D<T, U>where
T: RefUnwindSafe,
U: RefUnwindSafe,
impl<T, U> Send for Vector3D<T, U>
impl<T, U> Sync for Vector3D<T, U>
impl<T, U> Unpin for Vector3D<T, U>
impl<T, U> UnsafeUnpin for Vector3D<T, U>where
T: UnsafeUnpin,
impl<T, U> UnwindSafe for Vector3D<T, U>where
T: UnwindSafe,
U: UnwindSafe,
Blanket Implementations§
Source§impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for Swhere
T: Real + Zero + Arithmetics + Clone,
Swp: WhitePoint<T>,
Dwp: WhitePoint<T>,
D: AdaptFrom<S, Swp, Dwp, T>,
impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for Swhere
T: Real + Zero + Arithmetics + Clone,
Swp: WhitePoint<T>,
Dwp: WhitePoint<T>,
D: AdaptFrom<S, Swp, Dwp, T>,
Source§fn adapt_into_using<M>(self, method: M) -> Dwhere
M: TransformMatrix<T>,
fn adapt_into_using<M>(self, method: M) -> Dwhere
M: TransformMatrix<T>,
Source§fn adapt_into(self) -> D
fn adapt_into(self) -> D
§impl<T> AnyEq for T
impl<T> AnyEq for T
§impl<T, Res> Apply<Res> for Twhere
T: ?Sized,
impl<T, Res> Apply<Res> for Twhere
T: ?Sized,
Source§impl<T, C> ArraysFrom<C> for Twhere
C: IntoArrays<T>,
impl<T, C> ArraysFrom<C> for Twhere
C: IntoArrays<T>,
Source§fn arrays_from(colors: C) -> T
fn arrays_from(colors: C) -> T
Source§impl<T, C> ArraysInto<C> for Twhere
C: FromArrays<T>,
impl<T, C> ArraysInto<C> for Twhere
C: FromArrays<T>,
Source§fn arrays_into(self) -> C
fn arrays_into(self) -> C
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<WpParam, T, U> Cam16IntoUnclamped<WpParam, T> for Uwhere
T: FromCam16Unclamped<WpParam, U>,
impl<WpParam, T, U> Cam16IntoUnclamped<WpParam, T> for Uwhere
T: FromCam16Unclamped<WpParam, U>,
Source§type Scalar = <T as FromCam16Unclamped<WpParam, U>>::Scalar
type Scalar = <T as FromCam16Unclamped<WpParam, U>>::Scalar
parameters when converting.Source§fn cam16_into_unclamped(
self,
parameters: BakedParameters<WpParam, <U as Cam16IntoUnclamped<WpParam, T>>::Scalar>,
) -> T
fn cam16_into_unclamped( self, parameters: BakedParameters<WpParam, <U as Cam16IntoUnclamped<WpParam, T>>::Scalar>, ) -> T
self into C, using the provided parameters.Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T, C> ComponentsFrom<C> for Twhere
C: IntoComponents<T>,
impl<T, C> ComponentsFrom<C> for Twhere
C: IntoComponents<T>,
Source§fn components_from(colors: C) -> T
fn components_from(colors: C) -> T
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.§impl<T> DowncastSync for T
impl<T> DowncastSync for T
§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
key and return true if they are equal.§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Source§impl<T> FromAngle<T> for T
impl<T> FromAngle<T> for T
Source§fn from_angle(angle: T) -> T
fn from_angle(angle: T) -> T
angle.Source§impl<T, U> FromStimulus<U> for Twhere
U: IntoStimulus<T>,
impl<T, U> FromStimulus<U> for Twhere
U: IntoStimulus<T>,
Source§fn from_stimulus(other: U) -> T
fn from_stimulus(other: U) -> T
other into Self, while performing the appropriate scaling,
rounding and clamping.§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
Source§impl<T, U> IntoAngle<U> for Twhere
U: FromAngle<T>,
impl<T, U> IntoAngle<U> for Twhere
U: FromAngle<T>,
Source§fn into_angle(self) -> U
fn into_angle(self) -> U
T.§impl<State, Message> IntoBoot<State, Message> for State
impl<State, Message> IntoBoot<State, Message> for State
§fn into_boot(self) -> (State, Task<Message>)
fn into_boot(self) -> (State, Task<Message>)
Application.Source§impl<WpParam, T, U> IntoCam16Unclamped<WpParam, T> for Uwhere
T: Cam16FromUnclamped<WpParam, U>,
impl<WpParam, T, U> IntoCam16Unclamped<WpParam, T> for Uwhere
T: Cam16FromUnclamped<WpParam, U>,
Source§type Scalar = <T as Cam16FromUnclamped<WpParam, U>>::Scalar
type Scalar = <T as Cam16FromUnclamped<WpParam, U>>::Scalar
parameters when converting.Source§fn into_cam16_unclamped(
self,
parameters: BakedParameters<WpParam, <U as IntoCam16Unclamped<WpParam, T>>::Scalar>,
) -> T
fn into_cam16_unclamped( self, parameters: BakedParameters<WpParam, <U as IntoCam16Unclamped<WpParam, T>>::Scalar>, ) -> T
self into C, using the provided parameters.Source§impl<T, U> IntoColor<U> for Twhere
U: FromColor<T>,
impl<T, U> IntoColor<U> for Twhere
U: FromColor<T>,
Source§fn into_color(self) -> U
fn into_color(self) -> U
Source§impl<T, U> IntoColorUnclamped<U> for Twhere
U: FromColorUnclamped<T>,
impl<T, U> IntoColorUnclamped<U> for Twhere
U: FromColorUnclamped<T>,
Source§fn into_color_unclamped(self) -> U
fn into_color_unclamped(self) -> U
Source§impl<T> IntoStimulus<T> for T
impl<T> IntoStimulus<T> for T
Source§fn into_stimulus(self) -> T
fn into_stimulus(self) -> T
self into T, while performing the appropriate scaling,
rounding and clamping.§impl<T> NoneValue for Twhere
T: Default,
impl<T> NoneValue for Twhere
T: Default,
type NoneType = T
§fn null_value() -> T
fn null_value() -> T
Source§impl<T, C> TryComponentsInto<C> for Twhere
C: TryFromComponents<T>,
impl<T, C> TryComponentsInto<C> for Twhere
C: TryFromComponents<T>,
Source§type Error = <C as TryFromComponents<T>>::Error
type Error = <C as TryFromComponents<T>>::Error
try_into_colors fails to cast.Source§fn try_components_into(self) -> Result<C, <T as TryComponentsInto<C>>::Error>
fn try_components_into(self) -> Result<C, <T as TryComponentsInto<C>>::Error>
Source§impl<T, U> TryIntoColor<U> for Twhere
U: TryFromColor<T>,
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