pub struct Transform {
pub translation: Vec3,
pub rotation: Quat,
pub scale: Vec3,
}Expand description
Describe the position of an entity. If the entity has a parent, the position is relative to its parent position.
- To place or move an entity, you should set its
Transform. - To get the global transform of an entity, you should get its
GlobalTransform. - To be displayed, an entity must have both a
Transformand aGlobalTransform.GlobalTransformis automatically inserted wheneverTransformis inserted.
§Transform and GlobalTransform
Transform is the position of an entity relative to its parent position, or the reference
frame if it doesn’t have a ChildOf component.
GlobalTransform is the position of an entity relative to the reference frame.
GlobalTransform is updated from Transform by systems in the system set
TransformPropagate.
This system runs during PostUpdate. If you
update the Transform of an entity during this set or after, you will notice a 1 frame lag
before the GlobalTransform is updated.
§Examples
Fields§
§translation: Vec3Position of the entity. In 2d, the last value of the Vec3 is used for z-ordering.
See the translations example for usage.
rotation: QuatRotation of the entity.
See the 3d_rotation example for usage.
scale: Vec3Scale of the entity.
See the scale example for usage.
Implementations§
Source§impl Transform
impl Transform
Sourcepub const IDENTITY: Transform
pub const IDENTITY: Transform
An identity Transform with no translation, rotation, and a scale of 1 on all axes.
Sourcepub const fn from_xyz(x: f32, y: f32, z: f32) -> Transform
pub const fn from_xyz(x: f32, y: f32, z: f32) -> Transform
Creates a new Transform at the position (x, y, z). In 2d, the z component
is used for z-ordering elements: higher z-value will be in front of lower
z-value.
Sourcepub fn from_matrix(world_from_local: Mat4) -> Transform
pub fn from_matrix(world_from_local: Mat4) -> Transform
Extracts the translation, rotation, and scale from matrix. It must be a 3d affine
transformation matrix.
Sourcepub const fn from_translation(translation: Vec3) -> Transform
pub const fn from_translation(translation: Vec3) -> Transform
Creates a new Transform, with translation. Rotation will be 0 and scale 1 on
all axes.
Sourcepub const fn from_rotation(rotation: Quat) -> Transform
pub const fn from_rotation(rotation: Quat) -> Transform
Creates a new Transform, with rotation. Translation will be 0 and scale 1 on
all axes.
Sourcepub const fn from_scale(scale: Vec3) -> Transform
pub const fn from_scale(scale: Vec3) -> Transform
Creates a new Transform, with scale. Translation will be 0 and rotation 0 on
all axes.
Sourcepub fn from_isometry(iso: Isometry3d) -> Transform
pub fn from_isometry(iso: Isometry3d) -> Transform
Sourcepub fn looking_at(self, target: Vec3, up: impl TryInto<Dir3>) -> Transform
pub fn looking_at(self, target: Vec3, up: impl TryInto<Dir3>) -> Transform
Returns this Transform with a new rotation so that Transform::forward
points towards the target position and Transform::up points towards up.
In some cases it’s not possible to construct a rotation. Another axis will be picked in those cases:
- if
targetis the same as the transform translation,Vec3::Zis used instead - if
upfails converting toDir3(e.g if it isVec3::ZERO),Dir3::Yis used instead - if the resulting forward direction is parallel with
up, an orthogonal vector is used as the “right” direction
Sourcepub fn looking_to(
self,
direction: impl TryInto<Dir3>,
up: impl TryInto<Dir3>,
) -> Transform
pub fn looking_to( self, direction: impl TryInto<Dir3>, up: impl TryInto<Dir3>, ) -> Transform
Returns this Transform with a new rotation so that Transform::forward
points in the given direction and Transform::up points towards up.
In some cases it’s not possible to construct a rotation. Another axis will be picked in those cases:
- if
directionfails converting toDir3(e.g if it isVec3::ZERO),Dir3::Zis used instead - if
upfails converting toDir3,Dir3::Yis used instead - if
directionis parallel withup, an orthogonal vector is used as the “right” direction
Sourcepub fn aligned_by(
self,
main_axis: impl TryInto<Dir3>,
main_direction: impl TryInto<Dir3>,
secondary_axis: impl TryInto<Dir3>,
secondary_direction: impl TryInto<Dir3>,
) -> Transform
pub fn aligned_by( self, main_axis: impl TryInto<Dir3>, main_direction: impl TryInto<Dir3>, secondary_axis: impl TryInto<Dir3>, secondary_direction: impl TryInto<Dir3>, ) -> Transform
Rotates this Transform so that the main_axis vector, reinterpreted in local coordinates, points
in the given main_direction, while secondary_axis points towards secondary_direction.
For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
and its dorsal fin pointing in the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the spaceship’s
nose point in the direction of v, while the dorsal fin does its best to point in the direction w.
In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
- if
main_axisormain_directionfail converting toDir3(e.g are zero),Dir3::Xtakes their place - if
secondary_axisorsecondary_directionfail converting,Dir3::Ytakes their place - if
main_axisis parallel withsecondary_axisormain_directionis parallel withsecondary_direction, a rotation is constructed which takesmain_axistomain_directionalong a great circle, ignoring the secondary counterparts
See Transform::align for additional details.
Sourcepub const fn with_translation(self, translation: Vec3) -> Transform
pub const fn with_translation(self, translation: Vec3) -> Transform
Returns this Transform with a new translation.
Sourcepub const fn with_rotation(self, rotation: Quat) -> Transform
pub const fn with_rotation(self, rotation: Quat) -> Transform
Returns this Transform with a new rotation.
Sourcepub const fn with_scale(self, scale: Vec3) -> Transform
pub const fn with_scale(self, scale: Vec3) -> Transform
Returns this Transform with a new scale.
Sourcepub fn compute_matrix(&self) -> Mat4
pub fn compute_matrix(&self) -> Mat4
Returns the 3d affine transformation matrix from this transforms translation, rotation, and scale.
Sourcepub fn compute_affine(&self) -> Affine3A
pub fn compute_affine(&self) -> Affine3A
Returns the 3d affine transformation matrix from this transforms translation, rotation, and scale.
Sourcepub fn left(&self) -> Dir3
pub fn left(&self) -> Dir3
Equivalent to -local_x()
Sourcepub fn down(&self) -> Dir3
pub fn down(&self) -> Dir3
Equivalent to -local_y()
Sourcepub fn forward(&self) -> Dir3
pub fn forward(&self) -> Dir3
Equivalent to -local_z()
Sourcepub fn rotate(&mut self, rotation: Quat)
pub fn rotate(&mut self, rotation: Quat)
Sourcepub fn rotate_axis(&mut self, axis: Dir3, angle: f32)
pub fn rotate_axis(&mut self, axis: Dir3, angle: f32)
Rotates this Transform around the given axis by angle (in radians).
If this Transform has a parent, the axis is relative to the rotation of the parent.
§Warning
If you pass in an axis based on the current rotation (e.g. obtained via Transform::local_x),
floating point errors can accumulate exponentially when applying rotations repeatedly this way. This will
result in a denormalized rotation. In this case, it is recommended to normalize the Transform::rotation after
each call to this method.
Sourcepub fn rotate_local(&mut self, rotation: Quat)
pub fn rotate_local(&mut self, rotation: Quat)
Sourcepub fn rotate_local_axis(&mut self, axis: Dir3, angle: f32)
pub fn rotate_local_axis(&mut self, axis: Dir3, angle: f32)
Rotates this Transform around its local axis by angle (in radians).
§Warning
If you pass in an axis based on the current rotation (e.g. obtained via Transform::local_x),
floating point errors can accumulate exponentially when applying rotations repeatedly this way. This will
result in a denormalized rotation. In this case, it is recommended to normalize the Transform::rotation after
each call to this method.
Sourcepub fn rotate_local_x(&mut self, angle: f32)
pub fn rotate_local_x(&mut self, angle: f32)
Rotates this Transform around its local X axis by angle (in radians).
Sourcepub fn rotate_local_y(&mut self, angle: f32)
pub fn rotate_local_y(&mut self, angle: f32)
Rotates this Transform around its local Y axis by angle (in radians).
Sourcepub fn rotate_local_z(&mut self, angle: f32)
pub fn rotate_local_z(&mut self, angle: f32)
Rotates this Transform around its local Z axis by angle (in radians).
Sourcepub fn translate_around(&mut self, point: Vec3, rotation: Quat)
pub fn translate_around(&mut self, point: Vec3, rotation: Quat)
Sourcepub fn rotate_around(&mut self, point: Vec3, rotation: Quat)
pub fn rotate_around(&mut self, point: Vec3, rotation: Quat)
Sourcepub fn look_at(&mut self, target: Vec3, up: impl TryInto<Dir3>)
pub fn look_at(&mut self, target: Vec3, up: impl TryInto<Dir3>)
Rotates this Transform so that Transform::forward points towards the target position,
and Transform::up points towards up.
In some cases it’s not possible to construct a rotation. Another axis will be picked in those cases:
- if
targetis the same as the transform translation,Vec3::Zis used instead - if
upfails converting toDir3(e.g if it isVec3::ZERO),Dir3::Yis used instead - if the resulting forward direction is parallel with
up, an orthogonal vector is used as the “right” direction
Sourcepub fn look_to(&mut self, direction: impl TryInto<Dir3>, up: impl TryInto<Dir3>)
pub fn look_to(&mut self, direction: impl TryInto<Dir3>, up: impl TryInto<Dir3>)
Rotates this Transform so that Transform::forward points in the given direction
and Transform::up points towards up.
In some cases it’s not possible to construct a rotation. Another axis will be picked in those cases:
- if
directionfails converting toDir3(e.g if it isVec3::ZERO),Dir3::NEG_Zis used instead - if
upfails converting toDir3,Dir3::Yis used instead - if
directionis parallel withup, an orthogonal vector is used as the “right” direction
Sourcepub fn align(
&mut self,
main_axis: impl TryInto<Dir3>,
main_direction: impl TryInto<Dir3>,
secondary_axis: impl TryInto<Dir3>,
secondary_direction: impl TryInto<Dir3>,
)
pub fn align( &mut self, main_axis: impl TryInto<Dir3>, main_direction: impl TryInto<Dir3>, secondary_axis: impl TryInto<Dir3>, secondary_direction: impl TryInto<Dir3>, )
Rotates this Transform so that the main_axis vector, reinterpreted in local coordinates, points
in the given main_direction, while secondary_axis points towards secondary_direction.
For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
and its dorsal fin pointing in the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the spaceship’s
nose point in the direction of v, while the dorsal fin does its best to point in the direction w.
More precisely, the Transform::rotation produced will be such that:
- applying it to
main_axisresults inmain_direction - applying it to
secondary_axisproduces a vector that lies in the half-plane generated bymain_directionandsecondary_direction(with positive contribution bysecondary_direction)
Transform::look_to is recovered, for instance, when main_axis is Dir3::NEG_Z (the Transform::forward
direction in the default orientation) and secondary_axis is Dir3::Y (the Transform::up direction in the default
orientation). (Failure cases may differ somewhat.)
In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
- if
main_axisormain_directionfail converting toDir3(e.g are zero),Dir3::Xtakes their place - if
secondary_axisorsecondary_directionfail converting,Dir3::Ytakes their place - if
main_axisis parallel withsecondary_axisormain_directionis parallel withsecondary_direction, a rotation is constructed which takesmain_axistomain_directionalong a great circle, ignoring the secondary counterparts
Example
t1.align(Dir3::X, Dir3::Y, Vec3::new(1., 1., 0.), Dir3::Z);
let main_axis_image = t1.rotation * Dir3::X;
let secondary_axis_image = t1.rotation * Vec3::new(1., 1., 0.);
assert!(main_axis_image.abs_diff_eq(Vec3::Y, 1e-5));
assert!(secondary_axis_image.abs_diff_eq(Vec3::new(0., 1., 1.), 1e-5));
t1.align(Vec3::ZERO, Dir3::Z, Vec3::ZERO, Dir3::X);
t2.align(Dir3::X, Dir3::Z, Dir3::Y, Dir3::X);
assert_eq!(t1.rotation, t2.rotation);
t1.align(Dir3::X, Dir3::Z, Dir3::X, Dir3::Y);
assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));Sourcepub fn mul_transform(&self, transform: Transform) -> Transform
pub fn mul_transform(&self, transform: Transform) -> Transform
Multiplies self with transform component by component, returning the
resulting Transform
Sourcepub fn transform_point(&self, point: Vec3) -> Vec3
pub fn transform_point(&self, point: Vec3) -> Vec3
Transforms the given point, applying scale, rotation and translation.
If this Transform has an ancestor entity with a Transform component,
Transform::transform_point will transform a point in local space into its
parent transform’s space.
If this Transform does not have a parent, Transform::transform_point will
transform a point in local space into worldspace coordinates.
If you always want to transform a point in local space to worldspace, or if you need
the inverse transformations, see GlobalTransform::transform_point().
Sourcepub fn is_finite(&self) -> bool
pub fn is_finite(&self) -> bool
Returns true if, and only if, translation, rotation and scale all are
finite. If any of them contains a NaN, positive or negative infinity,
this will return false.
Sourcepub fn to_isometry(&self) -> Isometry3d
pub fn to_isometry(&self) -> Isometry3d
Get the isometry defined by this transform’s rotation and translation, ignoring scale.
Trait Implementations§
Source§impl Animatable for Transform
impl Animatable for Transform
Source§impl Component for Transform
Required Components: GlobalTransform, TransformTreeChanged.
impl Component for Transform
Required Components: GlobalTransform, TransformTreeChanged.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
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type Mutability = Mutable
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
requiree: ComponentId,
components: &mut ComponentsRegistrator<'_>,
required_components: &mut RequiredComponents,
inheritance_depth: u16,
recursion_check_stack: &mut Vec<ComponentId>,
)
fn register_required_components( requiree: ComponentId, components: &mut ComponentsRegistrator<'_>, required_components: &mut RequiredComponents, inheritance_depth: u16, recursion_check_stack: &mut Vec<ComponentId>, )
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fn clone_behavior() -> ComponentCloneBehavior
Source§fn register_component_hooks(hooks: &mut ComponentHooks)
fn register_component_hooks(hooks: &mut ComponentHooks)
Component::on_add, etc.)ComponentHooks.Source§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§impl From<GlobalTransform> for Transform
The transform is expected to be non-degenerate and without shearing, or the output
will be invalid.
impl From<GlobalTransform> for Transform
The transform is expected to be non-degenerate and without shearing, or the output will be invalid.
Source§fn from(transform: GlobalTransform) -> Transform
fn from(transform: GlobalTransform) -> Transform
Source§impl From<Transform> for GlobalTransform
impl From<Transform> for GlobalTransform
Source§fn from(transform: Transform) -> GlobalTransform
fn from(transform: Transform) -> GlobalTransform
Source§impl FromReflect for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromReflect for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Transform>
fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Transform>
Self from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self using,
constructing the value using from_reflect if that fails. Read moreSource§impl GetTypeRegistration for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetTypeRegistration for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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fn get_type_registration() -> TypeRegistration
TypeRegistration for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl Mul<GlobalTransform> for Transform
impl Mul<GlobalTransform> for Transform
Source§type Output = GlobalTransform
type Output = GlobalTransform
* operator.Source§fn mul(
self,
global_transform: GlobalTransform,
) -> <Transform as Mul<GlobalTransform>>::Output
fn mul( self, global_transform: GlobalTransform, ) -> <Transform as Mul<GlobalTransform>>::Output
* operation. Read moreSource§impl Mul<Transform> for GlobalTransform
impl Mul<Transform> for GlobalTransform
Source§impl PartialReflect for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl PartialReflect for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
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&mut self,
value: &(dyn PartialReflect + 'static),
) -> Result<(), ApplyError>
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fn reflect_kind(&self) -> ReflectKind
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fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
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fn reflect_owned(self: Box<Transform>) -> ReflectOwned
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self: Box<Transform>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<Transform>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
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Source§impl Reflect for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Reflect for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn into_any(self: Box<Transform>) -> Box<dyn Any>
fn into_any(self: Box<Transform>) -> Box<dyn Any>
Box<dyn Any>. Read moreSource§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any. Read moreSource§fn into_reflect(self: Box<Transform>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Transform>) -> Box<dyn Reflect>
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fn as_reflect(&self) -> &(dyn Reflect + 'static)
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl Struct for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Struct for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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None if TypeInfo is not available.Source§impl TransformPoint for Transform
impl TransformPoint for Transform
Source§impl TypePath for Transform
impl TypePath for Transform
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
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fn short_type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
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fn crate_name() -> Option<&'static str>
Source§impl Typed for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Typed for Transformwhere
Transform: Any + Send + Sync,
Vec3: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Copy for Transform
impl StructuralPartialEq for Transform
Auto Trait Implementations§
impl Freeze for Transform
impl RefUnwindSafe for Transform
impl Send for Transform
impl Sync for Transform
impl Unpin for Transform
impl UnwindSafe for Transform
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impl<T, U> AsBindGroupShaderType<U> for T
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impl<C> Bundle for Cwhere
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Source§fn register_required_components(
components: &mut ComponentsRegistrator<'_>,
required_components: &mut RequiredComponents,
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