Struct bevy::math::Vec3A

source ·
pub struct Vec3A(/* private fields */);
Expand description

A 3-dimensional vector.

SIMD vector types are used for storage on supported platforms for better performance than the Vec3 type.

It is possible to convert between Vec3 and Vec3A types using From or Into trait implementations.

This type is 16 byte aligned.

Implementations§

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impl Vec3A

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pub const ZERO: Vec3A = _

All zeroes.

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pub const ONE: Vec3A = _

All ones.

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pub const NEG_ONE: Vec3A = _

All negative ones.

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pub const MIN: Vec3A = _

All f32::MIN.

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pub const MAX: Vec3A = _

All f32::MAX.

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pub const NAN: Vec3A = _

All f32::NAN.

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pub const INFINITY: Vec3A = _

All f32::INFINITY.

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pub const NEG_INFINITY: Vec3A = _

All f32::NEG_INFINITY.

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pub const X: Vec3A = _

A unit vector pointing along the positive X axis.

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pub const Y: Vec3A = _

A unit vector pointing along the positive Y axis.

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pub const Z: Vec3A = _

A unit vector pointing along the positive Z axis.

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pub const NEG_X: Vec3A = _

A unit vector pointing along the negative X axis.

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pub const NEG_Y: Vec3A = _

A unit vector pointing along the negative Y axis.

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pub const NEG_Z: Vec3A = _

A unit vector pointing along the negative Z axis.

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pub const AXES: [Vec3A; 3] = _

The unit axes.

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pub const fn new(x: f32, y: f32, z: f32) -> Vec3A

Creates a new vector.

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pub const fn splat(v: f32) -> Vec3A

Creates a vector with all elements set to v.

Examples found in repository?
examples/tools/scene_viewer/main.rs (line 95)
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fn setup_scene_after_load(
    mut commands: Commands,
    mut setup: Local<bool>,
    mut scene_handle: ResMut<SceneHandle>,
    asset_server: Res<AssetServer>,
    meshes: Query<(&GlobalTransform, Option<&Aabb>), With<Handle<Mesh>>>,
) {
    if scene_handle.is_loaded && !*setup {
        *setup = true;
        // Find an approximate bounding box of the scene from its meshes
        if meshes.iter().any(|(_, maybe_aabb)| maybe_aabb.is_none()) {
            return;
        }

        let mut min = Vec3A::splat(f32::MAX);
        let mut max = Vec3A::splat(f32::MIN);
        for (transform, maybe_aabb) in &meshes {
            let aabb = maybe_aabb.unwrap();
            // If the Aabb had not been rotated, applying the non-uniform scale would produce the
            // correct bounds. However, it could very well be rotated and so we first convert to
            // a Sphere, and then back to an Aabb to find the conservative min and max points.
            let sphere = Sphere {
                center: Vec3A::from(transform.transform_point(Vec3::from(aabb.center))),
                radius: transform.radius_vec3a(aabb.half_extents),
            };
            let aabb = Aabb::from(sphere);
            min = min.min(aabb.min());
            max = max.max(aabb.max());
        }

        let size = (max - min).length();
        let aabb = Aabb::from_min_max(Vec3::from(min), Vec3::from(max));

        info!("Spawning a controllable 3D perspective camera");
        let mut projection = PerspectiveProjection::default();
        projection.far = projection.far.max(size * 10.0);

        let walk_speed = size * 3.0;
        let camera_controller = CameraController {
            walk_speed,
            run_speed: 3.0 * walk_speed,
            ..default()
        };

        // Display the controls of the scene viewer
        info!("{}", camera_controller);
        info!("{}", *scene_handle);

        commands.spawn((
            Camera3dBundle {
                projection: projection.into(),
                transform: Transform::from_translation(
                    Vec3::from(aabb.center) + size * Vec3::new(0.5, 0.25, 0.5),
                )
                .looking_at(Vec3::from(aabb.center), Vec3::Y),
                camera: Camera {
                    is_active: false,
                    ..default()
                },
                ..default()
            },
            EnvironmentMapLight {
                diffuse_map: asset_server
                    .load("assets/environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
                specular_map: asset_server
                    .load("assets/environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
                intensity: 150.0,
            },
            camera_controller,
        ));

        // Spawn a default light if the scene does not have one
        if !scene_handle.has_light {
            info!("Spawning a directional light");
            commands.spawn(DirectionalLightBundle {
                transform: Transform::from_xyz(1.0, 1.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
                ..default()
            });

            scene_handle.has_light = true;
        }
    }
}
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pub fn select(mask: BVec3A, if_true: Vec3A, if_false: Vec3A) -> Vec3A

Creates a vector from the elements in if_true and if_false, selecting which to use for each element of self.

A true element in the mask uses the corresponding element from if_true, and false uses the element from if_false.

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pub const fn from_array(a: [f32; 3]) -> Vec3A

Creates a new vector from an array.

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pub const fn to_array(&self) -> [f32; 3]

[x, y, z]

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pub const fn from_slice(slice: &[f32]) -> Vec3A

Creates a vector from the first 3 values in slice.

§Panics

Panics if slice is less than 3 elements long.

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pub fn write_to_slice(self, slice: &mut [f32])

Writes the elements of self to the first 3 elements in slice.

§Panics

Panics if slice is less than 3 elements long.

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pub fn extend(self, w: f32) -> Vec4

Creates a 4D vector from self and the given w value.

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pub fn truncate(self) -> Vec2

Creates a 2D vector from the x and y elements of self, discarding z.

Truncation may also be performed by using self.xy().

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pub fn with_x(self, x: f32) -> Vec3A

Creates a 3D vector from self with the given value of x.

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pub fn with_y(self, y: f32) -> Vec3A

Creates a 3D vector from self with the given value of y.

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pub fn with_z(self, z: f32) -> Vec3A

Creates a 3D vector from self with the given value of z.

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pub fn dot(self, rhs: Vec3A) -> f32

Computes the dot product of self and rhs.

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pub fn dot_into_vec(self, rhs: Vec3A) -> Vec3A

Returns a vector where every component is the dot product of self and rhs.

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pub fn cross(self, rhs: Vec3A) -> Vec3A

Computes the cross product of self and rhs.

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pub fn min(self, rhs: Vec3A) -> Vec3A

Returns a vector containing the minimum values for each element of self and rhs.

In other words this computes [self.x.min(rhs.x), self.y.min(rhs.y), ..].

Examples found in repository?
examples/tools/scene_viewer/main.rs (line 107)
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fn setup_scene_after_load(
    mut commands: Commands,
    mut setup: Local<bool>,
    mut scene_handle: ResMut<SceneHandle>,
    asset_server: Res<AssetServer>,
    meshes: Query<(&GlobalTransform, Option<&Aabb>), With<Handle<Mesh>>>,
) {
    if scene_handle.is_loaded && !*setup {
        *setup = true;
        // Find an approximate bounding box of the scene from its meshes
        if meshes.iter().any(|(_, maybe_aabb)| maybe_aabb.is_none()) {
            return;
        }

        let mut min = Vec3A::splat(f32::MAX);
        let mut max = Vec3A::splat(f32::MIN);
        for (transform, maybe_aabb) in &meshes {
            let aabb = maybe_aabb.unwrap();
            // If the Aabb had not been rotated, applying the non-uniform scale would produce the
            // correct bounds. However, it could very well be rotated and so we first convert to
            // a Sphere, and then back to an Aabb to find the conservative min and max points.
            let sphere = Sphere {
                center: Vec3A::from(transform.transform_point(Vec3::from(aabb.center))),
                radius: transform.radius_vec3a(aabb.half_extents),
            };
            let aabb = Aabb::from(sphere);
            min = min.min(aabb.min());
            max = max.max(aabb.max());
        }

        let size = (max - min).length();
        let aabb = Aabb::from_min_max(Vec3::from(min), Vec3::from(max));

        info!("Spawning a controllable 3D perspective camera");
        let mut projection = PerspectiveProjection::default();
        projection.far = projection.far.max(size * 10.0);

        let walk_speed = size * 3.0;
        let camera_controller = CameraController {
            walk_speed,
            run_speed: 3.0 * walk_speed,
            ..default()
        };

        // Display the controls of the scene viewer
        info!("{}", camera_controller);
        info!("{}", *scene_handle);

        commands.spawn((
            Camera3dBundle {
                projection: projection.into(),
                transform: Transform::from_translation(
                    Vec3::from(aabb.center) + size * Vec3::new(0.5, 0.25, 0.5),
                )
                .looking_at(Vec3::from(aabb.center), Vec3::Y),
                camera: Camera {
                    is_active: false,
                    ..default()
                },
                ..default()
            },
            EnvironmentMapLight {
                diffuse_map: asset_server
                    .load("assets/environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
                specular_map: asset_server
                    .load("assets/environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
                intensity: 150.0,
            },
            camera_controller,
        ));

        // Spawn a default light if the scene does not have one
        if !scene_handle.has_light {
            info!("Spawning a directional light");
            commands.spawn(DirectionalLightBundle {
                transform: Transform::from_xyz(1.0, 1.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
                ..default()
            });

            scene_handle.has_light = true;
        }
    }
}
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pub fn max(self, rhs: Vec3A) -> Vec3A

Returns a vector containing the maximum values for each element of self and rhs.

In other words this computes [self.x.max(rhs.x), self.y.max(rhs.y), ..].

Examples found in repository?
examples/tools/scene_viewer/main.rs (line 108)
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fn setup_scene_after_load(
    mut commands: Commands,
    mut setup: Local<bool>,
    mut scene_handle: ResMut<SceneHandle>,
    asset_server: Res<AssetServer>,
    meshes: Query<(&GlobalTransform, Option<&Aabb>), With<Handle<Mesh>>>,
) {
    if scene_handle.is_loaded && !*setup {
        *setup = true;
        // Find an approximate bounding box of the scene from its meshes
        if meshes.iter().any(|(_, maybe_aabb)| maybe_aabb.is_none()) {
            return;
        }

        let mut min = Vec3A::splat(f32::MAX);
        let mut max = Vec3A::splat(f32::MIN);
        for (transform, maybe_aabb) in &meshes {
            let aabb = maybe_aabb.unwrap();
            // If the Aabb had not been rotated, applying the non-uniform scale would produce the
            // correct bounds. However, it could very well be rotated and so we first convert to
            // a Sphere, and then back to an Aabb to find the conservative min and max points.
            let sphere = Sphere {
                center: Vec3A::from(transform.transform_point(Vec3::from(aabb.center))),
                radius: transform.radius_vec3a(aabb.half_extents),
            };
            let aabb = Aabb::from(sphere);
            min = min.min(aabb.min());
            max = max.max(aabb.max());
        }

        let size = (max - min).length();
        let aabb = Aabb::from_min_max(Vec3::from(min), Vec3::from(max));

        info!("Spawning a controllable 3D perspective camera");
        let mut projection = PerspectiveProjection::default();
        projection.far = projection.far.max(size * 10.0);

        let walk_speed = size * 3.0;
        let camera_controller = CameraController {
            walk_speed,
            run_speed: 3.0 * walk_speed,
            ..default()
        };

        // Display the controls of the scene viewer
        info!("{}", camera_controller);
        info!("{}", *scene_handle);

        commands.spawn((
            Camera3dBundle {
                projection: projection.into(),
                transform: Transform::from_translation(
                    Vec3::from(aabb.center) + size * Vec3::new(0.5, 0.25, 0.5),
                )
                .looking_at(Vec3::from(aabb.center), Vec3::Y),
                camera: Camera {
                    is_active: false,
                    ..default()
                },
                ..default()
            },
            EnvironmentMapLight {
                diffuse_map: asset_server
                    .load("assets/environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
                specular_map: asset_server
                    .load("assets/environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
                intensity: 150.0,
            },
            camera_controller,
        ));

        // Spawn a default light if the scene does not have one
        if !scene_handle.has_light {
            info!("Spawning a directional light");
            commands.spawn(DirectionalLightBundle {
                transform: Transform::from_xyz(1.0, 1.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
                ..default()
            });

            scene_handle.has_light = true;
        }
    }
}
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pub fn clamp(self, min: Vec3A, max: Vec3A) -> Vec3A

Component-wise clamping of values, similar to f32::clamp.

Each element in min must be less-or-equal to the corresponding element in max.

§Panics

Will panic if min is greater than max when glam_assert is enabled.

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pub fn min_element(self) -> f32

Returns the horizontal minimum of self.

In other words this computes min(x, y, ..).

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pub fn max_element(self) -> f32

Returns the horizontal maximum of self.

In other words this computes max(x, y, ..).

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pub fn element_sum(self) -> f32

Returns the sum of all elements of self.

In other words, this computes self.x + self.y + ...

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pub fn element_product(self) -> f32

Returns the product of all elements of self.

In other words, this computes self.x * self.y * ...

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pub fn cmpeq(self, rhs: Vec3A) -> BVec3A

Returns a vector mask containing the result of a == comparison for each element of self and rhs.

In other words, this computes [self.x == rhs.x, self.y == rhs.y, ..] for all elements.

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pub fn cmpne(self, rhs: Vec3A) -> BVec3A

Returns a vector mask containing the result of a != comparison for each element of self and rhs.

In other words this computes [self.x != rhs.x, self.y != rhs.y, ..] for all elements.

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pub fn cmpge(self, rhs: Vec3A) -> BVec3A

Returns a vector mask containing the result of a >= comparison for each element of self and rhs.

In other words this computes [self.x >= rhs.x, self.y >= rhs.y, ..] for all elements.

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pub fn cmpgt(self, rhs: Vec3A) -> BVec3A

Returns a vector mask containing the result of a > comparison for each element of self and rhs.

In other words this computes [self.x > rhs.x, self.y > rhs.y, ..] for all elements.

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pub fn cmple(self, rhs: Vec3A) -> BVec3A

Returns a vector mask containing the result of a <= comparison for each element of self and rhs.

In other words this computes [self.x <= rhs.x, self.y <= rhs.y, ..] for all elements.

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pub fn cmplt(self, rhs: Vec3A) -> BVec3A

Returns a vector mask containing the result of a < comparison for each element of self and rhs.

In other words this computes [self.x < rhs.x, self.y < rhs.y, ..] for all elements.

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pub fn abs(self) -> Vec3A

Returns a vector containing the absolute value of each element of self.

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pub fn signum(self) -> Vec3A

Returns a vector with elements representing the sign of self.

  • 1.0 if the number is positive, +0.0 or INFINITY
  • -1.0 if the number is negative, -0.0 or NEG_INFINITY
  • NAN if the number is NAN
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pub fn copysign(self, rhs: Vec3A) -> Vec3A

Returns a vector with signs of rhs and the magnitudes of self.

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pub fn is_negative_bitmask(self) -> u32

Returns a bitmask with the lowest 3 bits set to the sign bits from the elements of self.

A negative element results in a 1 bit and a positive element in a 0 bit. Element x goes into the first lowest bit, element y into the second, etc.

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pub fn is_finite(self) -> bool

Returns true if, and only if, all elements are finite. If any element is either NaN, positive or negative infinity, this will return false.

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pub fn is_nan(self) -> bool

Returns true if any elements are NaN.

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pub fn is_nan_mask(self) -> BVec3A

Performs is_nan on each element of self, returning a vector mask of the results.

In other words, this computes [x.is_nan(), y.is_nan(), z.is_nan(), w.is_nan()].

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pub fn length(self) -> f32

Computes the length of self.

Examples found in repository?
examples/gizmos/axes.rs (line 109)
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fn draw_axes(mut gizmos: Gizmos, query: Query<(&Transform, &Aabb), With<ShowAxes>>) {
    for (&transform, &aabb) in &query {
        let length = aabb.half_extents.length();
        gizmos.axes(transform, length);
    }
}
More examples
Hide additional examples
examples/tools/scene_viewer/main.rs (line 111)
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fn setup_scene_after_load(
    mut commands: Commands,
    mut setup: Local<bool>,
    mut scene_handle: ResMut<SceneHandle>,
    asset_server: Res<AssetServer>,
    meshes: Query<(&GlobalTransform, Option<&Aabb>), With<Handle<Mesh>>>,
) {
    if scene_handle.is_loaded && !*setup {
        *setup = true;
        // Find an approximate bounding box of the scene from its meshes
        if meshes.iter().any(|(_, maybe_aabb)| maybe_aabb.is_none()) {
            return;
        }

        let mut min = Vec3A::splat(f32::MAX);
        let mut max = Vec3A::splat(f32::MIN);
        for (transform, maybe_aabb) in &meshes {
            let aabb = maybe_aabb.unwrap();
            // If the Aabb had not been rotated, applying the non-uniform scale would produce the
            // correct bounds. However, it could very well be rotated and so we first convert to
            // a Sphere, and then back to an Aabb to find the conservative min and max points.
            let sphere = Sphere {
                center: Vec3A::from(transform.transform_point(Vec3::from(aabb.center))),
                radius: transform.radius_vec3a(aabb.half_extents),
            };
            let aabb = Aabb::from(sphere);
            min = min.min(aabb.min());
            max = max.max(aabb.max());
        }

        let size = (max - min).length();
        let aabb = Aabb::from_min_max(Vec3::from(min), Vec3::from(max));

        info!("Spawning a controllable 3D perspective camera");
        let mut projection = PerspectiveProjection::default();
        projection.far = projection.far.max(size * 10.0);

        let walk_speed = size * 3.0;
        let camera_controller = CameraController {
            walk_speed,
            run_speed: 3.0 * walk_speed,
            ..default()
        };

        // Display the controls of the scene viewer
        info!("{}", camera_controller);
        info!("{}", *scene_handle);

        commands.spawn((
            Camera3dBundle {
                projection: projection.into(),
                transform: Transform::from_translation(
                    Vec3::from(aabb.center) + size * Vec3::new(0.5, 0.25, 0.5),
                )
                .looking_at(Vec3::from(aabb.center), Vec3::Y),
                camera: Camera {
                    is_active: false,
                    ..default()
                },
                ..default()
            },
            EnvironmentMapLight {
                diffuse_map: asset_server
                    .load("assets/environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
                specular_map: asset_server
                    .load("assets/environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
                intensity: 150.0,
            },
            camera_controller,
        ));

        // Spawn a default light if the scene does not have one
        if !scene_handle.has_light {
            info!("Spawning a directional light");
            commands.spawn(DirectionalLightBundle {
                transform: Transform::from_xyz(1.0, 1.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
                ..default()
            });

            scene_handle.has_light = true;
        }
    }
}
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pub fn length_squared(self) -> f32

Computes the squared length of self.

This is faster than length() as it avoids a square root operation.

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pub fn length_recip(self) -> f32

Computes 1.0 / length().

For valid results, self must not be of length zero.

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pub fn distance(self, rhs: Vec3A) -> f32

Computes the Euclidean distance between two points in space.

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pub fn distance_squared(self, rhs: Vec3A) -> f32

Compute the squared euclidean distance between two points in space.

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pub fn div_euclid(self, rhs: Vec3A) -> Vec3A

Returns the element-wise quotient of [Euclidean division] of self by rhs.

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pub fn rem_euclid(self, rhs: Vec3A) -> Vec3A

Returns the element-wise remainder of Euclidean division of self by rhs.

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pub fn normalize(self) -> Vec3A

Returns self normalized to length 1.0.

For valid results, self must not be of length zero, nor very close to zero.

See also Self::try_normalize() and Self::normalize_or_zero().

Panics

Will panic if self is zero length when glam_assert is enabled.

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pub fn try_normalize(self) -> Option<Vec3A>

Returns self normalized to length 1.0 if possible, else returns None.

In particular, if the input is zero (or very close to zero), or non-finite, the result of this operation will be None.

See also Self::normalize_or_zero().

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pub fn normalize_or(self, fallback: Vec3A) -> Vec3A

Returns self normalized to length 1.0 if possible, else returns a fallback value.

In particular, if the input is zero (or very close to zero), or non-finite, the result of this operation will be the fallback value.

See also Self::try_normalize().

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pub fn normalize_or_zero(self) -> Vec3A

Returns self normalized to length 1.0 if possible, else returns zero.

In particular, if the input is zero (or very close to zero), or non-finite, the result of this operation will be zero.

See also Self::try_normalize().

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pub fn is_normalized(self) -> bool

Returns whether self is length 1.0 or not.

Uses a precision threshold of approximately 1e-4.

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pub fn project_onto(self, rhs: Vec3A) -> Vec3A

Returns the vector projection of self onto rhs.

rhs must be of non-zero length.

§Panics

Will panic if rhs is zero length when glam_assert is enabled.

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pub fn reject_from(self, rhs: Vec3A) -> Vec3A

Returns the vector rejection of self from rhs.

The vector rejection is the vector perpendicular to the projection of self onto rhs, in rhs words the result of self - self.project_onto(rhs).

rhs must be of non-zero length.

§Panics

Will panic if rhs has a length of zero when glam_assert is enabled.

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pub fn project_onto_normalized(self, rhs: Vec3A) -> Vec3A

Returns the vector projection of self onto rhs.

rhs must be normalized.

§Panics

Will panic if rhs is not normalized when glam_assert is enabled.

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pub fn reject_from_normalized(self, rhs: Vec3A) -> Vec3A

Returns the vector rejection of self from rhs.

The vector rejection is the vector perpendicular to the projection of self onto rhs, in rhs words the result of self - self.project_onto(rhs).

rhs must be normalized.

§Panics

Will panic if rhs is not normalized when glam_assert is enabled.

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pub fn round(self) -> Vec3A

Returns a vector containing the nearest integer to a number for each element of self. Round half-way cases away from 0.0.

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pub fn floor(self) -> Vec3A

Returns a vector containing the largest integer less than or equal to a number for each element of self.

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pub fn ceil(self) -> Vec3A

Returns a vector containing the smallest integer greater than or equal to a number for each element of self.

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pub fn trunc(self) -> Vec3A

Returns a vector containing the integer part each element of self. This means numbers are always truncated towards zero.

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pub fn fract(self) -> Vec3A

Returns a vector containing the fractional part of the vector as self - self.trunc().

Note that this differs from the GLSL implementation of fract which returns self - self.floor().

Note that this is fast but not precise for large numbers.

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pub fn fract_gl(self) -> Vec3A

Returns a vector containing the fractional part of the vector as self - self.floor().

Note that this differs from the Rust implementation of fract which returns self - self.trunc().

Note that this is fast but not precise for large numbers.

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pub fn exp(self) -> Vec3A

Returns a vector containing e^self (the exponential function) for each element of self.

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pub fn powf(self, n: f32) -> Vec3A

Returns a vector containing each element of self raised to the power of n.

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pub fn recip(self) -> Vec3A

Returns a vector containing the reciprocal 1.0/n of each element of self.

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pub fn lerp(self, rhs: Vec3A, s: f32) -> Vec3A

Performs a linear interpolation between self and rhs based on the value s.

When s is 0.0, the result will be equal to self. When s is 1.0, the result will be equal to rhs. When s is outside of range [0, 1], the result is linearly extrapolated.

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pub fn move_towards(&self, rhs: Vec3A, d: f32) -> Vec3A

Moves towards rhs based on the value d.

When d is 0.0, the result will be equal to self. When d is equal to self.distance(rhs), the result will be equal to rhs. Will not go past rhs.

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pub fn midpoint(self, rhs: Vec3A) -> Vec3A

Calculates the midpoint between self and rhs.

The midpoint is the average of, or halfway point between, two vectors. a.midpoint(b) should yield the same result as a.lerp(b, 0.5) while being slightly cheaper to compute.

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pub fn abs_diff_eq(self, rhs: Vec3A, max_abs_diff: f32) -> bool

Returns true if the absolute difference of all elements between self and rhs is less than or equal to max_abs_diff.

This can be used to compare if two vectors contain similar elements. It works best when comparing with a known value. The max_abs_diff that should be used used depends on the values being compared against.

For more see comparing floating point numbers.

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pub fn clamp_length(self, min: f32, max: f32) -> Vec3A

Returns a vector with a length no less than min and no more than max

§Panics

Will panic if min is greater than max when glam_assert is enabled.

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pub fn clamp_length_max(self, max: f32) -> Vec3A

Returns a vector with a length no more than max

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pub fn clamp_length_min(self, min: f32) -> Vec3A

Returns a vector with a length no less than min

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pub fn mul_add(self, a: Vec3A, b: Vec3A) -> Vec3A

Fused multiply-add. Computes (self * a) + b element-wise with only one rounding error, yielding a more accurate result than an unfused multiply-add.

Using mul_add may be more performant than an unfused multiply-add if the target architecture has a dedicated fma CPU instruction. However, this is not always true, and will be heavily dependant on designing algorithms with specific target hardware in mind.

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pub fn angle_between(self, rhs: Vec3A) -> f32

Returns the angle (in radians) between two vectors.

The inputs do not need to be unit vectors however they must be non-zero.

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pub fn any_orthogonal_vector(&self) -> Vec3A

Returns some vector that is orthogonal to the given one.

The input vector must be finite and non-zero.

The output vector is not necessarily unit length. For that use Self::any_orthonormal_vector() instead.

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pub fn any_orthonormal_vector(&self) -> Vec3A

Returns any unit vector that is orthogonal to the given one.

The input vector must be unit length.

§Panics

Will panic if self is not normalized when glam_assert is enabled.

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pub fn any_orthonormal_pair(&self) -> (Vec3A, Vec3A)

Given a unit vector return two other vectors that together form an orthonormal basis. That is, all three vectors are orthogonal to each other and are normalized.

§Panics

Will panic if self is not normalized when glam_assert is enabled.

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pub fn as_dvec3(&self) -> DVec3

Casts all elements of self to f64.

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pub fn as_i16vec3(&self) -> I16Vec3

Casts all elements of self to i16.

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pub fn as_u16vec3(&self) -> U16Vec3

Casts all elements of self to u16.

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pub fn as_ivec3(&self) -> IVec3

Casts all elements of self to i32.

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pub fn as_uvec3(&self) -> UVec3

Casts all elements of self to u32.

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pub fn as_i64vec3(&self) -> I64Vec3

Casts all elements of self to i64.

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pub fn as_u64vec3(&self) -> U64Vec3

Casts all elements of self to u64.

Trait Implementations§

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impl Add<Vec3A> for f32

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type Output = Vec3A

The resulting type after applying the + operator.
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fn add(self, rhs: Vec3A) -> Vec3A

Performs the + operation. Read more
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impl Add<f32> for Vec3A

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type Output = Vec3A

The resulting type after applying the + operator.
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fn add(self, rhs: f32) -> Vec3A

Performs the + operation. Read more
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impl Add for Vec3A

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type Output = Vec3A

The resulting type after applying the + operator.
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fn add(self, rhs: Vec3A) -> Vec3A

Performs the + operation. Read more
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impl AddAssign<f32> for Vec3A

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fn add_assign(&mut self, rhs: f32)

Performs the += operation. Read more
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impl AddAssign for Vec3A

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fn add_assign(&mut self, rhs: Vec3A)

Performs the += operation. Read more
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impl Animatable for Vec3A

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fn interpolate(a: &Vec3A, b: &Vec3A, t: f32) -> Vec3A

Interpolates between a and b with a interpolation factor of time. Read more
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fn blend(inputs: impl Iterator<Item = BlendInput<Vec3A>>) -> Vec3A

Blends one or more values together. Read more
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fn post_process(&mut self, _world: &World)

Post-processes the value using resources in the World. Most animatable types do not need to implement this.
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impl AsMut<[f32; 3]> for Vec3A

Available on non-target_arch="spirv" only.
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fn as_mut(&mut self) -> &mut [f32; 3]

Converts this type into a mutable reference of the (usually inferred) input type.
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impl AsRef<[f32; 3]> for Vec3A

Available on non-target_arch="spirv" only.
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fn as_ref(&self) -> &[f32; 3]

Converts this type into a shared reference of the (usually inferred) input type.
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impl Clone for Vec3A

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fn clone(&self) -> Vec3A

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 Debug for Vec3A

Available on non-target_arch="spirv" only.
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fn fmt(&self, fmt: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for Vec3A

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fn default() -> Vec3A

Returns the “default value” for a type. Read more
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impl Deref for Vec3A

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type Target = Vec3<f32>

The resulting type after dereferencing.
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fn deref(&self) -> &<Vec3A as Deref>::Target

Dereferences the value.
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impl DerefMut for Vec3A

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fn deref_mut(&mut self) -> &mut <Vec3A as Deref>::Target

Mutably dereferences the value.
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impl<'de> Deserialize<'de> for Vec3A

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fn deserialize<D>( deserializer: D ) -> Result<Vec3A, <D as Deserializer<'de>>::Error>
where D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Display for Vec3A

Available on non-target_arch="spirv" only.
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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 Div<Vec3A> for f32

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type Output = Vec3A

The resulting type after applying the / operator.
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fn div(self, rhs: Vec3A) -> Vec3A

Performs the / operation. Read more
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impl Div<f32> for Vec3A

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type Output = Vec3A

The resulting type after applying the / operator.
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fn div(self, rhs: f32) -> Vec3A

Performs the / operation. Read more
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impl Div for Vec3A

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type Output = Vec3A

The resulting type after applying the / operator.
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fn div(self, rhs: Vec3A) -> Vec3A

Performs the / operation. Read more
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impl DivAssign<f32> for Vec3A

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fn div_assign(&mut self, rhs: f32)

Performs the /= operation. Read more
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impl DivAssign for Vec3A

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fn div_assign(&mut self, rhs: Vec3A)

Performs the /= operation. Read more
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impl From<[f32; 3]> for Vec3A

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fn from(a: [f32; 3]) -> Vec3A

Converts to this type from the input type.
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impl From<(Vec2, f32)> for Vec3A

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fn from(_: (Vec2, f32)) -> Vec3A

Converts to this type from the input type.
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impl From<(f32, f32, f32)> for Vec3A

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fn from(t: (f32, f32, f32)) -> Vec3A

Converts to this type from the input type.
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impl From<BVec3> for Vec3A

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fn from(v: BVec3) -> Vec3A

Converts to this type from the input type.
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impl From<BVec3A> for Vec3A

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fn from(v: BVec3A) -> Vec3A

Converts to this type from the input type.
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impl From<Dir3A> for Vec3A

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fn from(value: Dir3A) -> Vec3A

Converts to this type from the input type.
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impl From<Vec3> for Vec3A

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fn from(v: Vec3) -> Vec3A

Converts to this type from the input type.
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impl From<Vec3A> for [f32; 3]

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fn from(v: Vec3A) -> [f32; 3]

Converts to this type from the input type.
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impl From<Vec3A> for (f32, f32, f32)

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fn from(v: Vec3A) -> (f32, f32, f32)

Converts to this type from the input type.
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impl From<Vec3A> for Vec3

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fn from(v: Vec3A) -> Vec3

Converts to this type from the input type.
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impl From<Vec3A> for __m128

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fn from(t: Vec3A) -> __m128

Converts to this type from the input type.
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impl From<Vec4> for Vec3A

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fn from(v: Vec4) -> Vec3A

Creates a Vec3A from the x, y and z elements of self discarding w.

On architectures where SIMD is supported such as SSE2 on x86_64 this conversion is a noop.

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impl From<__m128> for Vec3A

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fn from(t: __m128) -> Vec3A

Converts to this type from the input type.
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impl FromReflect for Vec3A
where Vec3A: Any + Send + Sync, f32: FromReflect + TypePath + RegisterForReflection,

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fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Vec3A>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetTypeRegistration for Vec3A
where Vec3A: Any + Send + Sync, f32: FromReflect + TypePath + RegisterForReflection,

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl Index<usize> for Vec3A

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type Output = f32

The returned type after indexing.
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fn index(&self, index: usize) -> &<Vec3A as Index<usize>>::Output

Performs the indexing (container[index]) operation. Read more
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impl IndexMut<usize> for Vec3A

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fn index_mut(&mut self, index: usize) -> &mut <Vec3A as Index<usize>>::Output

Performs the mutable indexing (container[index]) operation. Read more
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impl Mul<Vec3A> for Mat3

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type Output = Vec3A

The resulting type after applying the * operator.
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fn mul(self, rhs: Vec3A) -> Vec3A

Performs the * operation. Read more
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impl Mul<Vec3A> for Mat3A

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type Output = Vec3A

The resulting type after applying the * operator.
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fn mul(self, rhs: Vec3A) -> <Mat3A as Mul<Vec3A>>::Output

Performs the * operation. Read more
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impl Mul<Vec3A> for Quat

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type Output = Vec3A

The resulting type after applying the * operator.
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fn mul(self, rhs: Vec3A) -> <Quat as Mul<Vec3A>>::Output

Performs the * operation. Read more
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impl Mul<Vec3A> for f32

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type Output = Vec3A

The resulting type after applying the * operator.
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fn mul(self, rhs: Vec3A) -> Vec3A

Performs the * operation. Read more
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impl Mul<f32> for Vec3A

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type Output = Vec3A

The resulting type after applying the * operator.
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fn mul(self, rhs: f32) -> Vec3A

Performs the * operation. Read more
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impl Mul for Vec3A

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type Output = Vec3A

The resulting type after applying the * operator.
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fn mul(self, rhs: Vec3A) -> Vec3A

Performs the * operation. Read more
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impl MulAssign<f32> for Vec3A

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fn mul_assign(&mut self, rhs: f32)

Performs the *= operation. Read more
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impl MulAssign for Vec3A

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fn mul_assign(&mut self, rhs: Vec3A)

Performs the *= operation. Read more
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impl Neg for Vec3A

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type Output = Vec3A

The resulting type after applying the - operator.
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fn neg(self) -> Vec3A

Performs the unary - operation. Read more
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impl NormedVectorSpace for Vec3A

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fn norm(self) -> f32

The size of this element. The return value should always be nonnegative.
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fn norm_squared(self) -> f32

The squared norm of this element. Computing this is often faster than computing NormedVectorSpace::norm.
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fn distance(self, rhs: Self) -> f32

The distance between this element and another, as determined by the norm.
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fn distance_squared(self, rhs: Self) -> f32

The squared distance between this element and another, as determined by the norm. Note that this is often faster to compute in practice than NormedVectorSpace::distance.
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impl PartialEq for Vec3A

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fn eq(&self, rhs: &Vec3A) -> bool

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

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl<'a> Product<&'a Vec3A> for Vec3A

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fn product<I>(iter: I) -> Vec3A
where I: Iterator<Item = &'a Vec3A>,

Method which takes an iterator and generates Self from the elements by multiplying the items.
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impl Product for Vec3A

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fn product<I>(iter: I) -> Vec3A
where I: Iterator<Item = Vec3A>,

Method which takes an iterator and generates Self from the elements by multiplying the items.
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impl Reflect for Vec3A
where Vec3A: Any + Send + Sync, f32: FromReflect + TypePath + RegisterForReflection,

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn into_any(self: Box<Vec3A>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>.
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fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any.
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fn into_reflect(self: Box<Vec3A>) -> Box<dyn Reflect>

Casts this type to a boxed reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a reflected value.
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable reflected value.
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fn clone_value(&self) -> Box<dyn Reflect>

Clones the value as a Reflect trait object. Read more
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
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fn try_apply( &mut self, value: &(dyn Reflect + 'static) ) -> Result<(), ApplyError>

Tries to apply a reflected value to this value. Read more
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fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
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fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<Vec3A>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
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fn apply(&mut self, value: &(dyn Reflect + 'static))

Applies a reflected value to this value. Read more
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fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
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fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Rem<Vec3A> for f32

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type Output = Vec3A

The resulting type after applying the % operator.
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fn rem(self, rhs: Vec3A) -> Vec3A

Performs the % operation. Read more
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impl Rem<f32> for Vec3A

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type Output = Vec3A

The resulting type after applying the % operator.
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fn rem(self, rhs: f32) -> Vec3A

Performs the % operation. Read more
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impl Rem for Vec3A

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type Output = Vec3A

The resulting type after applying the % operator.
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fn rem(self, rhs: Vec3A) -> Vec3A

Performs the % operation. Read more
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impl RemAssign<f32> for Vec3A

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fn rem_assign(&mut self, rhs: f32)

Performs the %= operation. Read more
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impl RemAssign for Vec3A

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fn rem_assign(&mut self, rhs: Vec3A)

Performs the %= operation. Read more
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impl Serialize for Vec3A

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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 Struct for Vec3A
where Vec3A: Any + Send + Sync, f32: FromReflect + TypePath + RegisterForReflection,

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fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field named name as a &dyn Reflect.
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fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field named name as a &mut dyn Reflect.
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fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field with index index as a &dyn Reflect.
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fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field with index index as a &mut dyn Reflect.
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fn name_at(&self, index: usize) -> Option<&str>

Returns the name of the field with index index.
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fn field_len(&self) -> usize

Returns the number of fields in the struct.
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fn iter_fields(&self) -> FieldIter<'_>

Returns an iterator over the values of the reflectable fields for this struct.
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fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
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impl Sub<Vec3A> for f32

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type Output = Vec3A

The resulting type after applying the - operator.
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fn sub(self, rhs: Vec3A) -> Vec3A

Performs the - operation. Read more
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impl Sub<f32> for Vec3A

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type Output = Vec3A

The resulting type after applying the - operator.
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fn sub(self, rhs: f32) -> Vec3A

Performs the - operation. Read more
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impl Sub for Vec3A

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type Output = Vec3A

The resulting type after applying the - operator.
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fn sub(self, rhs: Vec3A) -> Vec3A

Performs the - operation. Read more
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impl SubAssign<f32> for Vec3A

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fn sub_assign(&mut self, rhs: f32)

Performs the -= operation. Read more
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impl SubAssign for Vec3A

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fn sub_assign(&mut self, rhs: Vec3A)

Performs the -= operation. Read more
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impl<'a> Sum<&'a Vec3A> for Vec3A

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fn sum<I>(iter: I) -> Vec3A
where I: Iterator<Item = &'a Vec3A>,

Method which takes an iterator and generates Self from the elements by “summing up” the items.
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impl Sum for Vec3A

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fn sum<I>(iter: I) -> Vec3A
where I: Iterator<Item = Vec3A>,

Method which takes an iterator and generates Self from the elements by “summing up” the items.
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impl TryFrom<Vec3A> for Dir3A

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type Error = InvalidDirectionError

The type returned in the event of a conversion error.
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fn try_from(value: Vec3A) -> Result<Dir3A, <Dir3A as TryFrom<Vec3A>>::Error>

Performs the conversion.
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impl TypePath for Vec3A
where Vec3A: Any + Send + Sync,

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for Vec3A
where Vec3A: Any + Send + Sync, f32: FromReflect + TypePath + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
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impl Vec3Swizzles for Vec3A

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type Vec2 = Vec2

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type Vec4 = Vec4

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fn xx(self) -> Vec2

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fn xy(self) -> Vec2

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fn xz(self) -> Vec2

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fn yx(self) -> Vec2

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fn yy(self) -> Vec2

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fn yz(self) -> Vec2

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fn zx(self) -> Vec2

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fn zy(self) -> Vec2

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fn zz(self) -> Vec2

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fn xxx(self) -> Vec3A

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fn xxy(self) -> Vec3A

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fn xxz(self) -> Vec3A

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fn xyx(self) -> Vec3A

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fn xyy(self) -> Vec3A

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fn xyz(self) -> Vec3A

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fn xzx(self) -> Vec3A

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fn xzy(self) -> Vec3A

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fn xzz(self) -> Vec3A

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fn yxx(self) -> Vec3A

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fn yxy(self) -> Vec3A

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fn yxz(self) -> Vec3A

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fn yyx(self) -> Vec3A

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fn yyy(self) -> Vec3A

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fn yyz(self) -> Vec3A

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fn yzx(self) -> Vec3A

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fn yzy(self) -> Vec3A

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fn yzz(self) -> Vec3A

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fn zxx(self) -> Vec3A

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fn zxy(self) -> Vec3A

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fn zxz(self) -> Vec3A

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fn zyx(self) -> Vec3A

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fn zyy(self) -> Vec3A

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fn zyz(self) -> Vec3A

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fn zzx(self) -> Vec3A

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fn zzy(self) -> Vec3A

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fn zzz(self) -> Vec3A

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fn xxxx(self) -> Vec4

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fn xxxy(self) -> Vec4

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fn xxxz(self) -> Vec4

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fn xxyx(self) -> Vec4

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fn xxyy(self) -> Vec4

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fn xxyz(self) -> Vec4

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fn xxzx(self) -> Vec4

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fn xxzy(self) -> Vec4

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fn xxzz(self) -> Vec4

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fn xyxx(self) -> Vec4

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fn xyxy(self) -> Vec4

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fn xyxz(self) -> Vec4

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fn xyyx(self) -> Vec4

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fn xyyy(self) -> Vec4

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fn xyyz(self) -> Vec4

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fn xyzx(self) -> Vec4

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fn xyzy(self) -> Vec4

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fn xyzz(self) -> Vec4

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fn xzxx(self) -> Vec4

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fn xzxy(self) -> Vec4

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fn xzxz(self) -> Vec4

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fn xzyx(self) -> Vec4

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fn xzyy(self) -> Vec4

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fn xzyz(self) -> Vec4

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fn xzzx(self) -> Vec4

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fn xzzy(self) -> Vec4

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fn xzzz(self) -> Vec4

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fn yxxx(self) -> Vec4

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fn yxxy(self) -> Vec4

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fn yxxz(self) -> Vec4

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fn yxyx(self) -> Vec4

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fn yxyy(self) -> Vec4

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fn yxyz(self) -> Vec4

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fn yxzx(self) -> Vec4

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fn yxzy(self) -> Vec4

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fn yxzz(self) -> Vec4

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fn yyxx(self) -> Vec4

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fn yyxy(self) -> Vec4

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fn yyxz(self) -> Vec4

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fn yyyx(self) -> Vec4

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fn yyyy(self) -> Vec4

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fn yyyz(self) -> Vec4

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fn yyzx(self) -> Vec4

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fn yyzy(self) -> Vec4

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fn yyzz(self) -> Vec4

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fn yzxx(self) -> Vec4

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fn yzxy(self) -> Vec4

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fn yzxz(self) -> Vec4

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fn yzyx(self) -> Vec4

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fn yzyy(self) -> Vec4

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fn yzyz(self) -> Vec4

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fn yzzx(self) -> Vec4

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fn yzzy(self) -> Vec4

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fn yzzz(self) -> Vec4

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fn zxxx(self) -> Vec4

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fn zxxy(self) -> Vec4

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fn zxxz(self) -> Vec4

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fn zxyx(self) -> Vec4

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fn zxyy(self) -> Vec4

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fn zxyz(self) -> Vec4

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fn zxzx(self) -> Vec4

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fn zxzy(self) -> Vec4

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fn zxzz(self) -> Vec4

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fn zyxx(self) -> Vec4

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fn zyxy(self) -> Vec4

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fn zyxz(self) -> Vec4

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fn zyyx(self) -> Vec4

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fn zyyy(self) -> Vec4

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fn zyyz(self) -> Vec4

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fn zyzx(self) -> Vec4

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fn zyzy(self) -> Vec4

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fn zyzz(self) -> Vec4

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fn zzxx(self) -> Vec4

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fn zzxy(self) -> Vec4

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fn zzxz(self) -> Vec4

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fn zzyx(self) -> Vec4

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fn zzyy(self) -> Vec4

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fn zzyz(self) -> Vec4

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fn zzzx(self) -> Vec4

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fn zzzy(self) -> Vec4

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fn zzzz(self) -> Vec4

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impl VectorSpace for Vec3A

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const ZERO: Vec3A = Vec3A::ZERO

The zero vector, which is the identity of addition for the vector space type.
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fn lerp(&self, rhs: Self, t: f32) -> Self

Perform vector space linear interpolation between this element and another, based on the parameter t. When t is 0, self is recovered. When t is 1, rhs is recovered. Read more
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impl Zeroable for Vec3A

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fn zeroed() -> Self

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impl AnyBitPattern for Vec3A

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impl Copy for Vec3A

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impl Freeze for Vec3A

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impl RefUnwindSafe for Vec3A

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impl Send for Vec3A

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impl Sync for Vec3A

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impl Unpin for Vec3A

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impl UnwindSafe for Vec3A

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CheckedBitPattern for T
where T: AnyBitPattern,

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type Bits = T

Self must have the same layout as the specified Bits except for the possible invalid bit patterns being checked during is_valid_bit_pattern.
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fn is_valid_bit_pattern(_bits: &T) -> bool

If this function returns true, then it must be valid to reinterpret bits as &Self.
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert 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.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<T> DynamicTypePath for T
where T: TypePath,

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
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impl<S> GetField for S
where S: Struct,

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fn get_field<T>(&self, name: &str) -> Option<&T>
where T: Reflect,

Returns a reference to the value of the field named name, downcast to T.
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fn get_field_mut<T>(&mut self, name: &str) -> Option<&mut T>
where T: Reflect,

Returns a mutable reference to the value of the field named name, downcast to T.
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impl<T> GetPath for T
where T: Reflect + ?Sized,

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fn reflect_path<'p>( &self, path: impl ReflectPath<'p> ) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>

Returns a reference to the value specified by path. Read more
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fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p> ) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>

Returns a mutable reference to the value specified by path. Read more
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fn path<'p, T>( &self, path: impl ReflectPath<'p> ) -> Result<&T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed reference to the value specified by path. Read more
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fn path_mut<'p, T>( &mut self, path: impl ReflectPath<'p> ) -> Result<&mut T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed mutable reference to the value specified by path. Read more
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

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fn into_sample(self) -> T

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impl<T> NoneValue for T
where T: Default,

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type NoneType = T

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fn null_value() -> T

The none-equivalent value.
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impl<T> Pointable for T

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<T> Serialize for T
where T: Serialize + ?Sized,

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fn erased_serialize(&self, serializer: &mut dyn Serializer) -> Result<(), Error>

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fn do_erased_serialize( &self, serializer: &mut dyn Serializer ) -> Result<(), ErrorImpl>

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T> ToSmolStr for T
where T: Display + ?Sized,

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fn to_smolstr(&self) -> SmolStr

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impl<T> ToString for T
where T: Display + ?Sized,

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default fn to_string(&self) -> String

Converts the given value to a String. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

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fn clone_type_data(&self) -> Box<dyn TypeData>

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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ConditionalSend for T
where T: Send,

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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,

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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T, Rhs> NumAssignOps<Rhs> for T
where T: AddAssign<Rhs> + SubAssign<Rhs> + MulAssign<Rhs> + DivAssign<Rhs> + RemAssign<Rhs>,

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impl<T, Rhs, Output> NumOps<Rhs, Output> for T
where T: Sub<Rhs, Output = Output> + Mul<Rhs, Output = Output> + Div<Rhs, Output = Output> + Add<Rhs, Output = Output> + Rem<Rhs, Output = Output>,

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impl<T> Settings for T
where T: 'static + Send + Sync,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T
where T: WasmNotSend + WasmNotSync,

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impl<T> WasmNotSync for T
where T: Sync,