zng_layout::unit::euclid::default

Type Alias Box3D

pub type Box3D<T> = Box3D<T, UnknownUnit>;

Aliased Type§

struct Box3D<T> {
    pub min: Point3D<T, UnknownUnit>,
    pub max: Point3D<T, UnknownUnit>,
}

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§min: Point3D<T, UnknownUnit>§max: Point3D<T, UnknownUnit>

Implementations

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impl<T, U> Box3D<T, U>

pub const fn new(min: Point3D<T, U>, max: Point3D<T, U>) -> Box3D<T, U>

Constructor.

pub fn from_origin_and_size( origin: Point3D<T, U>, size: Size3D<T, U>, ) -> Box3D<T, U>
where T: Copy + Add<Output = T>,

Constructor.

pub fn from_size(size: Size3D<T, U>) -> Box3D<T, U>
where T: Zero,

Creates a Box3D of the given size, at offset zero.

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impl<T, U> Box3D<T, U>
where T: PartialOrd,

pub fn is_negative(&self) -> bool

Returns true if the box has a negative volume.

The common interpretation for a negative box is to consider it empty. It can be obtained by calculating the intersection of two boxes that do not intersect.

pub fn is_empty(&self) -> bool

Returns true if the size is zero, negative or NaN.

pub fn intersects(&self, other: &Box3D<T, U>) -> bool

pub fn contains(&self, other: Point3D<T, U>) -> bool

Returns true if this box3d contains the point p. A point is considered in the box3d if it lies on the front, left or top faces, but outside if it lies on the back, right or bottom faces.

pub fn contains_inclusive(&self, other: Point3D<T, U>) -> bool

Returns true if this box3d contains the point p. A point is considered in the box3d if it lies on any face of the box3d.

pub fn contains_box(&self, other: &Box3D<T, U>) -> bool

Returns true if this box3d contains the interior of the other box3d. Always returns true if other is empty, and always returns false if other is nonempty but this box3d is empty.

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impl<T, U> Box3D<T, U>
where T: Copy + PartialOrd,

pub fn to_non_empty(&self) -> Option<Box3D<T, U>>

pub fn intersection(&self, other: &Box3D<T, U>) -> Option<Box3D<T, U>>

pub fn intersection_unchecked(&self, other: &Box3D<T, U>) -> Box3D<T, U>

pub fn union(&self, other: &Box3D<T, U>) -> Box3D<T, U>

Computes the union of two boxes.

If either of the boxes is empty, the other one is returned.

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impl<T, U> Box3D<T, U>
where T: Copy + Add<Output = T> + Sub<Output = T>,

pub fn inflate(&self, width: T, height: T, depth: T) -> Box3D<T, U>

Inflates the box by the specified sizes on each side respectively.

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impl<T, U> Box3D<T, U>
where T: Copy + Add<Output = T>,

pub fn translate(&self, by: Vector3D<T, U>) -> Box3D<T, U>

Returns the same box3d, translated by a vector.

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impl<T, U> Box3D<T, U>
where T: Copy + Mul<Output = T> + Sub<Output = T>,

pub fn volume(&self) -> T

pub fn xy_area(&self) -> T

pub fn yz_area(&self) -> T

pub fn xz_area(&self) -> T

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impl<T, U> Box3D<T, U>
where T: Copy + Sub<Output = T>,

pub fn size(&self) -> Size3D<T, U>

pub fn width(&self) -> T

pub fn height(&self) -> T

pub fn depth(&self) -> T

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impl<T, U> Box3D<T, U>
where T: Copy + One + Add<Output = T> + Div<Output = T>,

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

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impl<T, U> Box3D<T, U>
where T: Copy + Zero + PartialOrd,

pub fn from_points<I>(points: I) -> Box3D<T, U>
where I: IntoIterator, <I as IntoIterator>::Item: Borrow<Point3D<T, U>>,

Returns the smallest box containing all of the provided points.

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impl<T, U> Box3D<T, U>
where T: Copy,

pub fn x_range(&self) -> Range<T>

pub fn y_range(&self) -> Range<T>

pub fn z_range(&self) -> Range<T>

pub fn to_untyped(&self) -> Box3D<T, UnknownUnit>

Drop the units, preserving only the numeric value.

pub fn from_untyped(c: &Box3D<T, UnknownUnit>) -> Box3D<T, U>

Tag a unitless value with units.

pub fn cast_unit<V>(&self) -> Box3D<T, V>

Cast the unit

pub fn scale<S>(&self, x: S, y: S, z: S) -> Box3D<T, U>
where S: Copy, T: Mul<S, Output = T>,

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impl<T, U> Box3D<T, U>
where T: NumCast + Copy,

pub fn cast<NewT>(&self) -> Box3D<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, round_in or round_out before casting.

pub fn try_cast<NewT>(&self) -> Option<Box3D<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, round_in or round_out before casting.

pub fn to_f32(&self) -> Box3D<f32, U>

Cast into an f32 box3d.

pub fn to_f64(&self) -> Box3D<f64, U>

Cast into an f64 box3d.

pub fn to_usize(&self) -> Box3D<usize, U>

Cast into an usize box3d, truncating decimals if any.

When casting from floating point cuboids, it is worth considering whether to round(), round_in() or round_out() before the cast in order to obtain the desired conversion behavior.

pub fn to_u32(&self) -> Box3D<u32, U>

Cast into an u32 box3d, truncating decimals if any.

When casting from floating point cuboids, it is worth considering whether to round(), round_in() or round_out() before the cast in order to obtain the desired conversion behavior.

pub fn to_i32(&self) -> Box3D<i32, U>

Cast into an i32 box3d, truncating decimals if any.

When casting from floating point cuboids, it is worth considering whether to round(), round_in() or round_out() before the cast in order to obtain the desired conversion behavior.

pub fn to_i64(&self) -> Box3D<i64, U>

Cast into an i64 box3d, truncating decimals if any.

When casting from floating point cuboids, it is worth considering whether to round(), round_in() or round_out() before the cast in order to obtain the desired conversion behavior.

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impl<T, U> Box3D<T, U>
where T: Float,

pub fn is_finite(self) -> bool

Returns true if all members are finite.

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impl<T, U> Box3D<T, U>
where T: Floor + Ceil,

pub fn round_in(&self) -> Box3D<T, U>

Return a box3d with faces/edges rounded to integer coordinates, such that the original box3d contains the resulting box3d.

pub fn round_out(&self) -> Box3D<T, U>

Return a box3d with faces/edges rounded to integer coordinates, such that the original box3d is contained in the resulting box3d.

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impl<T, U> Box3D<T, U>
where T: One + Add<Output = T> + Sub<Output = T> + Mul<Output = T> + Copy,

pub fn lerp(&self, other: Box3D<T, U>, t: T) -> Box3D<T, U>

Linearly interpolate between this box3d and another box3d.

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impl<T, U> Box3D<T, U>
where T: Round,

pub fn round(&self) -> Box3D<T, U>

Return a box3d with edges rounded to integer coordinates, such that the returned box3d has the same set of pixel centers as the original one. Values equal to 0.5 round up. Suitable for most places where integral device coordinates are needed, but note that any translation should be applied first to avoid pixel rounding errors. Note that this is not rounding to nearest integer if the values are negative. They are always rounding as floor(n + 0.5).

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impl<T, U> Box3D<T, U>
where T: Zero,

pub fn zero() -> Box3D<T, U>

Constructor, setting all sides to zero.

Trait Implementations

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impl<T, U> Clone for Box3D<T, U>
where T: Clone,

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fn clone(&self) -> Box3D<T, U>

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<T, U> Debug for Box3D<T, U>
where T: Debug,

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

Formats the value using the given formatter. Read more
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impl<T, U> Default for Box3D<T, U>
where T: Default,

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fn default() -> Box3D<T, U>

Returns the “default value” for a type. Read more
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impl<'de, T, U> Deserialize<'de> for Box3D<T, U>
where T: Deserialize<'de>,

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fn deserialize<__D>( __deserializer: __D, ) -> Result<Box3D<T, U>, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl<T, U1, U2> Div<Scale<T, U1, U2>> for Box3D<T, U2>
where T: Copy + Div,

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type Output = Box3D<<T as Div>::Output, U1>

The resulting type after applying the / operator.
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fn div( self, scale: Scale<T, U1, U2>, ) -> <Box3D<T, U2> as Div<Scale<T, U1, U2>>>::Output

Performs the / operation. Read more
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impl<T, U> Div<T> for Box3D<T, U>
where T: Copy + Div,

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type Output = Box3D<<T as Div>::Output, U>

The resulting type after applying the / operator.
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fn div(self, scale: T) -> <Box3D<T, U> as Div<T>>::Output

Performs the / operation. Read more
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impl<T, U> DivAssign<Scale<T, U, U>> for Box3D<T, U>
where T: Copy + DivAssign,

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fn div_assign(&mut self, scale: Scale<T, U, U>)

Performs the /= operation. Read more
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impl<T, U> DivAssign<T> for Box3D<T, U>
where T: Copy + DivAssign,

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fn div_assign(&mut self, scale: T)

Performs the /= operation. Read more
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impl<T, U> From<Size3D<T, U>> for Box3D<T, U>
where T: Copy + Zero + PartialOrd,

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fn from(b: Size3D<T, U>) -> Box3D<T, U>

Converts to this type from the input type.
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impl<T, U> Hash for Box3D<T, U>
where T: Hash,

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

Feeds this value into the given Hasher. Read more
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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
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impl<T, U1, U2> Mul<Scale<T, U1, U2>> for Box3D<T, U1>
where T: Copy + Mul,

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type Output = Box3D<<T as Mul>::Output, U2>

The resulting type after applying the * operator.
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fn mul( self, scale: Scale<T, U1, U2>, ) -> <Box3D<T, U1> as Mul<Scale<T, U1, U2>>>::Output

Performs the * operation. Read more
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impl<T, U> Mul<T> for Box3D<T, U>
where T: Copy + Mul,

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type Output = Box3D<<T as Mul>::Output, U>

The resulting type after applying the * operator.
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fn mul(self, scale: T) -> <Box3D<T, U> as Mul<T>>::Output

Performs the * operation. Read more
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impl<T, U> MulAssign<Scale<T, U, U>> for Box3D<T, U>
where T: Copy + MulAssign,

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fn mul_assign(&mut self, scale: Scale<T, U, U>)

Performs the *= operation. Read more
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impl<T, U> MulAssign<T> for Box3D<T, U>
where T: Copy + MulAssign,

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fn mul_assign(&mut self, scale: T)

Performs the *= operation. Read more
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impl<T, U> PartialEq for Box3D<T, U>
where T: PartialEq,

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fn eq(&self, other: &Box3D<T, U>) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl<T, U> Serialize for Box3D<T, U>
where T: Serialize,

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fn serialize<__S>( &self, __serializer: __S, ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl<T, U> Transitionable for Box3D<T, U>
where T: Transitionable, U: Send + Sync + Any,

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fn lerp(self, to: &Box3D<T, U>, step: Factor) -> Box3D<T, U>

Sample the linear interpolation from self -> to by step.
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impl<T, U> Zeroable for Box3D<T, U>
where T: Zeroable,

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fn zeroed() -> Self

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impl<T, U> Copy for Box3D<T, U>
where T: Copy,

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impl<T, U> Eq for Box3D<T, U>
where T: Eq,

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impl<T, U> Pod for Box3D<T, U>
where T: Pod, U: 'static,