Struct euclid::Translation3D
source · #[repr(C)]pub struct Translation3D<T, Src, Dst> {
pub x: T,
pub y: T,
pub z: T,
/* private fields */
}
Expand description
A 3d transformation from a space to another that can only express translations.
The main benefit of this type over a Vector3D
is the ability to cast
between source and destination spaces.
Fields§
§x: T
§y: T
§z: T
Implementations§
source§impl<T, Src, Dst> Translation3D<T, Src, Dst>
impl<T, Src, Dst> Translation3D<T, Src, Dst>
pub const fn new(x: T, y: T, z: T) -> Self
pub fn splat(v: T) -> Selfwhere
T: Clone,
sourcepub fn is_identity(&self) -> bool
pub fn is_identity(&self) -> bool
Check if translation does nothing (x
, y
and z
is zero()
).
use euclid::default::Translation3D;
assert_eq!(Translation3D::<f32>::identity().is_identity(), true);
assert_eq!(Translation3D::new(0, 0, 0).is_identity(), true);
assert_eq!(Translation3D::new(1, 0, 0).is_identity(), false);
assert_eq!(Translation3D::new(0, 1, 0).is_identity(), false);
assert_eq!(Translation3D::new(0, 0, 1).is_identity(), false);
sourcepub fn transform_size(self, s: Size2D<T, Src>) -> Size2D<T, Dst>
pub fn transform_size(self, s: Size2D<T, Src>) -> Size2D<T, Dst>
No-op, just cast the unit.
source§impl<T: Copy, Src, Dst> Translation3D<T, Src, Dst>
impl<T: Copy, Src, Dst> Translation3D<T, Src, Dst>
sourcepub fn to_untyped(&self) -> Translation3D<T, UnknownUnit, UnknownUnit>
pub fn to_untyped(&self) -> Translation3D<T, UnknownUnit, UnknownUnit>
Drop the units, preserving only the numeric value.
sourcepub fn from_untyped(t: &Translation3D<T, UnknownUnit, UnknownUnit>) -> Self
pub fn from_untyped(t: &Translation3D<T, UnknownUnit, UnknownUnit>) -> Self
Tag a unitless value with units.
sourcepub fn to_transform(&self) -> Transform3D<T, Src, Dst>
pub fn to_transform(&self) -> Transform3D<T, Src, Dst>
Returns the matrix representation of this translation.
sourcepub fn transform_point3d(&self, p: &Point3D<T, Src>) -> Point3D<T::Output, Dst>where
T: Add,
pub fn transform_point3d(&self, p: &Point3D<T, Src>) -> Point3D<T::Output, Dst>where
T: Add,
Translate a point and cast its unit.
sourcepub fn transform_point2d(&self, p: &Point2D<T, Src>) -> Point2D<T::Output, Dst>where
T: Add,
pub fn transform_point2d(&self, p: &Point2D<T, Src>) -> Point2D<T::Output, Dst>where
T: Add,
Translate a point and cast its unit.
sourcepub fn transform_box2d(&self, b: &Box2D<T, Src>) -> Box2D<T::Output, Dst>where
T: Add,
pub fn transform_box2d(&self, b: &Box2D<T, Src>) -> Box2D<T::Output, Dst>where
T: Add,
Translate a 2D box and cast its unit.
sourcepub fn transform_box3d(&self, b: &Box3D<T, Src>) -> Box3D<T::Output, Dst>where
T: Add,
pub fn transform_box3d(&self, b: &Box3D<T, Src>) -> Box3D<T::Output, Dst>where
T: Add,
Translate a 3D box and cast its unit.
sourcepub fn transform_rect(&self, r: &Rect<T, Src>) -> Rect<T, Dst>where
T: Add<Output = T>,
pub fn transform_rect(&self, r: &Rect<T, Src>) -> Rect<T, Dst>where
T: Add<Output = T>,
Translate a rectangle and cast its unit.
sourcepub fn inverse(&self) -> Translation3D<T::Output, Dst, Src>where
T: Neg,
pub fn inverse(&self) -> Translation3D<T::Output, Dst, Src>where
T: Neg,
Return the inverse transformation.
source§impl<T: NumCast + Copy, Src, Dst> Translation3D<T, Src, Dst>
impl<T: NumCast + Copy, Src, Dst> Translation3D<T, Src, Dst>
sourcepub fn cast<NewT: NumCast>(self) -> Translation3D<NewT, Src, Dst>
pub fn cast<NewT: NumCast>(self) -> Translation3D<NewT, Src, Dst>
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<Translation3D<NewT, Src, Dst>>
pub fn try_cast<NewT: NumCast>(self) -> Option<Translation3D<NewT, Src, Dst>>
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_f32(self) -> Translation3D<f32, Src, Dst>
pub fn to_f32(self) -> Translation3D<f32, Src, Dst>
Cast into an f32
vector.
sourcepub fn to_f64(self) -> Translation3D<f64, Src, Dst>
pub fn to_f64(self) -> Translation3D<f64, Src, Dst>
Cast into an f64
vector.
sourcepub fn to_usize(self) -> Translation3D<usize, Src, Dst>
pub fn to_usize(self) -> Translation3D<usize, Src, Dst>
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) -> Translation3D<u32, Src, Dst>
pub fn to_u32(self) -> Translation3D<u32, Src, Dst>
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.
sourcepub fn to_i32(self) -> Translation3D<i32, Src, Dst>
pub fn to_i32(self) -> Translation3D<i32, Src, Dst>
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.
sourcepub fn to_i64(self) -> Translation3D<i64, Src, Dst>
pub fn to_i64(self) -> Translation3D<i64, Src, Dst>
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<T: Add, Src, Dst1, Dst2> Add<Translation3D<T, Dst1, Dst2>> for Translation3D<T, Src, Dst1>
impl<T: Add, Src, Dst1, Dst2> Add<Translation3D<T, Dst1, Dst2>> for Translation3D<T, Src, Dst1>
source§impl<T: AddAssign, Src, Dst> AddAssign<Translation3D<T, Dst, Dst>> for Translation3D<T, Src, Dst>
impl<T: AddAssign, Src, Dst> AddAssign<Translation3D<T, Dst, Dst>> for Translation3D<T, Src, Dst>
source§fn add_assign(&mut self, other: Translation3D<T, Dst, Dst>)
fn add_assign(&mut self, other: Translation3D<T, Dst, Dst>)
+=
operation. Read moresource§impl<T: Clone, Src, Dst> Clone for Translation3D<T, Src, Dst>
impl<T: Clone, Src, Dst> Clone for Translation3D<T, Src, Dst>
source§impl<T: Debug, Src, Dst> Debug for Translation3D<T, Src, Dst>
impl<T: Debug, Src, Dst> Debug for Translation3D<T, Src, Dst>
source§impl<T, Src, Dst> Default for Translation3D<T, Src, Dst>where
T: Zero,
impl<T, Src, Dst> Default for Translation3D<T, Src, Dst>where
T: Zero,
source§impl<'de, T, Src, Dst> Deserialize<'de> for Translation3D<T, Src, Dst>where
T: Deserialize<'de>,
impl<'de, T, Src, Dst> Deserialize<'de> for Translation3D<T, Src, Dst>where
T: Deserialize<'de>,
source§fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>where
D: Deserializer<'de>,
fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>where
D: Deserializer<'de>,
source§impl<T, Src, Dst> From<Translation3D<T, Src, Dst>> for Transform3D<T, Src, Dst>
impl<T, Src, Dst> From<Translation3D<T, Src, Dst>> for Transform3D<T, Src, Dst>
source§fn from(t: Translation3D<T, Src, Dst>) -> Self
fn from(t: Translation3D<T, Src, Dst>) -> Self
source§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>
source§fn from(t: Translation3D<T, Src, Dst>) -> Self
fn from(t: Translation3D<T, Src, Dst>) -> Self
source§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>
source§impl<T, Src, Dst> Hash for Translation3D<T, Src, Dst>where
T: Hash,
impl<T, Src, Dst> Hash for Translation3D<T, Src, Dst>where
T: Hash,
source§impl<T, Src, Dst> PartialEq for Translation3D<T, Src, Dst>where
T: PartialEq,
impl<T, Src, Dst> PartialEq for Translation3D<T, Src, Dst>where
T: PartialEq,
source§impl<T, Src, Dst> Serialize for Translation3D<T, Src, Dst>where
T: Serialize,
impl<T, Src, Dst> Serialize for Translation3D<T, Src, Dst>where
T: Serialize,
source§impl<T: Sub, Src, Dst1, Dst2> Sub<Translation3D<T, Dst1, Dst2>> for Translation3D<T, Src, Dst2>
impl<T: Sub, Src, Dst1, Dst2> Sub<Translation3D<T, Dst1, Dst2>> for Translation3D<T, Src, Dst2>
source§impl<T: SubAssign, Src, Dst> SubAssign<Translation3D<T, Dst, Dst>> for Translation3D<T, Src, Dst>
impl<T: SubAssign, Src, Dst> SubAssign<Translation3D<T, Dst, Dst>> for Translation3D<T, Src, Dst>
source§fn sub_assign(&mut self, other: Translation3D<T, Dst, Dst>)
fn sub_assign(&mut self, other: Translation3D<T, Dst, Dst>)
-=
operation. Read moreimpl<T: Copy, Src, Dst> Copy for Translation3D<T, Src, Dst>
impl<T, Src, Dst> Eq for Translation3D<T, Src, Dst>where
T: Eq,
Auto Trait Implementations§
impl<T, Src, Dst> Freeze for Translation3D<T, Src, Dst>where
T: Freeze,
impl<T, Src, Dst> RefUnwindSafe for Translation3D<T, Src, Dst>
impl<T, Src, Dst> Send for Translation3D<T, Src, Dst>
impl<T, Src, Dst> Sync for Translation3D<T, Src, Dst>
impl<T, Src, Dst> Unpin for Translation3D<T, Src, Dst>
impl<T, Src, Dst> UnwindSafe for Translation3D<T, Src, Dst>
Blanket Implementations§
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<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
source§unsafe fn clone_to_uninit(&self, dst: *mut T)
unsafe fn clone_to_uninit(&self, dst: *mut T)
clone_to_uninit
)