In Rust, the term “class” is not used to refer to a particular language construct. Instead, Rust has several other language constructs that can be used to achieve similar goals as classes in other programming languages.

One way to define a type that has both data and behavior in Rust is to use a struct to define the data and a set of methods on the struct to define the behavior. For example:

struct Point {
    x: f64,
    y: f64,
}

impl Point {
    fn new(x: f64, y: f64) -> Point {
        Point { x, y }
    }

    fn distance_from_origin(&self) -> f64 {
        (self.x.powi(2) + self.y.powi(2)).sqrt()
    }
}

fn main() {
    let p = Point::new(3.0, 4.0);
    println!("Distance from origin: {}", p.distance_from_origin());
}

In this example, the Point struct represents a 2D point with x and y coordinates. The impl block defines two methods on the Point struct: a constructor method called new that creates a new point, and a method called distance_from_origin that calculates the distance of the point from the origin.

You can also use enums to define types with data and behavior. For example:

enum Shape {
    Circle { center: Point, radius: f64 },
    Rectangle { top_left: Point, bottom_right: Point },
}

impl Shape {
    fn area(&self) -> f64 {
        match self {
            Shape::Circle { radius, .. } => std::f64::consts::PI * radius.powi(2),
            Shape::Rectangle { top_left, bottom_right } => {
                (bottom_right.x - top_left.x) * (top_left.y - bottom_right.y)
            }
        }
    }
}

fn main() {
    let c = Shape::Circle {
        center: Point::new(0.0, 0.0),
        radius: 1.0,
    };
    println!("Circle area: {}", c.area());

    let r = Shape::Rectangle {
        top_left: Point::new(0.0, 0.0),
        bottom_right: Point::new(3.0, 4.0),
    };
    println!("Rectangle area: {}", r.area());
}

In this example, the Shape enum represents a shape that can be either a circle or a rectangle. The area method is defined in an impl block for the Shape enum and uses a match expression to calculate the area of the shape based on its variant.

here is an example of how you can define a struct to represent a 3D triangle and implement a method to transform the triangle’s vertices using a coordinate transformation matrix:

struct Triangle {
    vertices: [Point3D; 3],
}

impl Triangle {
    fn new(vertices: [Point3D; 3]) -> Triangle {
        Triangle { vertices }
    }

    fn transform(&self, matrix: [[f64; 4]; 4]) -> Triangle {
        Triangle {
            vertices: [
                self.vertices[0].transform(matrix),
                self.vertices[1].transform(matrix),
                self.vertices[2].transform(matrix),
            ],
        }
    }
}

#[derive(Copy, Clone)]
struct Point3D {
    x: f64,
    y: f64,
    z: f64,
}

impl Point3D {
    fn new(x: f64, y: f64, z: f64) -> Point3D {
        Point3D { x, y, z }
    }

    fn transform(&self, matrix: [[f64; 4]; 4]) -> Point3D {
        let x = self.x * matrix[0][0] + self.y * matrix[1][0] + self.z * matrix[2][0] + matrix[3][0];
        let y = self.x * matrix[0][1] + self.y * matrix[1][1] + self.z * matrix[2][1] + matrix[3][1];
        let z = self.x * matrix[0][2] + self.y * matrix[1][2] + self.z * matrix[2][2] + matrix[3][2];
        Point3D::new(x, y, z)
    }
}

fn main() {
    let triangle = Triangle::new([
        Point3D::new(-0.5, -0.5, 0.0),
        Point3D::new(0.0, 0.5, 0.0),
        Point3D::new(0.5, -0.5, 0.0),
    ]);

    let rotation_matrix = [[0.0, 0.0, 1.0, 0.0],
                           [0.0, 1.0, 0.0, 0.0],
                           [-1.0, 0.0, 0.0, 0.0],
                           [0.0, 0.0, 0.0, 1.0]];

    let rotated_triangle = triangle.transform(rotation_matrix);

    // Use the transformed triangle to draw or perform some other operation
}

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