Struct bevy::transform::components::Transform
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.- You may use the
TransformBundleto guarantee this.
- You may use the
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 Parent.
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 CoreSet::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§
§impl Transform
impl Transform
pub const IDENTITY: Transform = Transform{
translation: Vec3::ZERO,
rotation: Quat::IDENTITY,
scale: Vec3::ONE,}
pub const IDENTITY: Transform = Transform{ translation: Vec3::ZERO, rotation: Quat::IDENTITY, scale: Vec3::ONE,}
An identity Transform with no translation, rotation, and a scale of 1 on all axes.
pub 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.
pub fn from_matrix(matrix: Mat4) -> Transform
pub fn from_matrix(matrix: Mat4) -> Transform
Extracts the translation, rotation, and scale from matrix. It must be a 3d affine
transformation matrix.
pub 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.
pub 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.
pub 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.
pub fn looking_at(self, target: Vec3, up: Vec3) -> Transform
pub fn looking_at(self, target: Vec3, up: Vec3) -> Transform
Returns this Transform with a new rotation so that Transform::forward
points towards the target position and Transform::up points towards up.
pub fn looking_to(self, direction: Vec3, up: Vec3) -> Transform
pub fn looking_to(self, direction: Vec3, up: Vec3) -> Transform
Returns this Transform with a new rotation so that Transform::forward
points in the given direction and Transform::up points towards up.
pub const fn with_translation(self, translation: Vec3) -> Transform
pub const fn with_translation(self, translation: Vec3) -> Transform
Returns this Transform with a new translation.
pub const fn with_rotation(self, rotation: Quat) -> Transform
pub const fn with_rotation(self, rotation: Quat) -> Transform
Returns this Transform with a new rotation.
pub const fn with_scale(self, scale: Vec3) -> Transform
pub const fn with_scale(self, scale: Vec3) -> Transform
Returns this Transform with a new scale.
pub fn compute_matrix(&self) -> Mat4
pub fn compute_matrix(&self) -> Mat4
Returns the 3d affine transformation matrix from this transforms translation, rotation, and scale.
pub fn compute_affine(&self) -> Affine3A
pub fn compute_affine(&self) -> Affine3A
Returns the 3d affine transformation matrix from this transforms translation, rotation, and scale.
pub fn left(&self) -> Vec3
pub fn left(&self) -> Vec3
Equivalent to -local_x()
pub fn down(&self) -> Vec3
pub fn down(&self) -> Vec3
Equivalent to -local_y()
pub fn forward(&self) -> Vec3
pub fn forward(&self) -> Vec3
Equivalent to -local_z()
pub fn rotate(&mut self, rotation: Quat)
pub fn rotate(&mut self, rotation: Quat)
pub fn rotate_axis(&mut self, axis: Vec3, angle: f32)
pub fn rotate_axis(&mut self, axis: Vec3, angle: f32)
pub fn rotate_local(&mut self, rotation: Quat)
pub fn rotate_local(&mut self, rotation: Quat)
pub fn rotate_local_axis(&mut self, axis: Vec3, angle: f32)
pub fn rotate_local_axis(&mut self, axis: Vec3, angle: f32)
Rotates this Transform around its local axis by angle (in radians).
pub 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).
pub 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).
pub 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).
pub fn translate_around(&mut self, point: Vec3, rotation: Quat)
pub fn translate_around(&mut self, point: Vec3, rotation: Quat)
pub fn rotate_around(&mut self, point: Vec3, rotation: Quat)
pub fn rotate_around(&mut self, point: Vec3, rotation: Quat)
pub fn look_at(&mut self, target: Vec3, up: Vec3)
pub fn look_at(&mut self, target: Vec3, up: Vec3)
Rotates this Transform so that Transform::forward points towards the target position,
and Transform::up points towards up.
pub fn look_to(&mut self, direction: Vec3, up: Vec3)
pub fn look_to(&mut self, direction: Vec3, up: Vec3)
Rotates this Transform so that Transform::forward points in the given direction
and Transform::up points towards up.
pub 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
pub 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 a parent, this will transform a point that is
relative to the parent’s Transform into one relative to this Transform.
If this Transform does not have a parent, this will transform a point
that is in global space into one relative to this Transform.
If you want to transform a point in global space to the local space of this Transform,
consider using GlobalTransform::transform_point() instead.
Trait Implementations§
§impl From<GlobalTransform> for Transform
impl From<GlobalTransform> for Transform
The transform is expected to be non-degenerate and without shearing, or the output will be invalid.
§fn from(transform: GlobalTransform) -> Transform
fn from(transform: GlobalTransform) -> Transform
§impl From<Transform> for GlobalTransform
impl From<Transform> for GlobalTransform
§fn from(transform: Transform) -> GlobalTransform
fn from(transform: Transform) -> GlobalTransform
§impl From<Transform> for SpatialBundle
impl From<Transform> for SpatialBundle
§fn from(transform: Transform) -> SpatialBundle
fn from(transform: Transform) -> SpatialBundle
§impl From<Transform> for TransformBundle
impl From<Transform> for TransformBundle
§fn from(transform: Transform) -> TransformBundle
fn from(transform: Transform) -> TransformBundle
§impl FromReflect for Transformwhere
Vec3: FromReflect,
Quat: FromReflect,
impl FromReflect for Transformwhere Vec3: FromReflect, Quat: FromReflect,
§fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Transform>
fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Transform>
Self from a reflected value.§impl Mul<Transform> for GlobalTransform
impl Mul<Transform> for GlobalTransform
§impl Reflect for Transformwhere
Vec3: Reflect,
Quat: Reflect,
impl Reflect for Transformwhere Vec3: Reflect, Quat: Reflect,
§fn get_type_info(&self) -> &'static TypeInfo
fn get_type_info(&self) -> &'static TypeInfo
§fn into_any(self: Box<Transform, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<Transform, Global>) -> Box<dyn Any + 'static, Global>
Box<dyn Any>.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any.§fn into_reflect(
self: Box<Transform, Global>
) -> Box<dyn Reflect + 'static, Global>
fn into_reflect( self: Box<Transform, Global> ) -> Box<dyn Reflect + 'static, Global>
§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
§fn clone_value(&self) -> Box<dyn Reflect + 'static, Global>
fn clone_value(&self) -> Box<dyn Reflect + 'static, Global>
Reflect trait object. Read more§fn set(
&mut self,
value: Box<dyn Reflect + 'static, Global>
) -> Result<(), Box<dyn Reflect + 'static, Global>>
fn set( &mut self, value: Box<dyn Reflect + 'static, Global> ) -> Result<(), Box<dyn Reflect + 'static, Global>>
§fn apply(&mut self, value: &(dyn Reflect + 'static))
fn apply(&mut self, value: &(dyn Reflect + 'static))
§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
§fn reflect_owned(self: Box<Transform, Global>) -> ReflectOwned
fn reflect_owned(self: Box<Transform, Global>) -> ReflectOwned
§fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
§impl Struct for Transformwhere
Vec3: Reflect,
Quat: Reflect,
impl Struct for Transformwhere Vec3: Reflect, Quat: Reflect,
§fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>
name as a &dyn Reflect.§fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>
name as a
&mut dyn Reflect.§fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>
index as a
&dyn Reflect.§fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>
index
as a &mut dyn Reflect.§fn iter_fields(&self) -> FieldIter<'_> ⓘ
fn iter_fields(&self) -> FieldIter<'_> ⓘ
§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct.impl Copy for Transform
impl StructuralPartialEq for Transform
Auto Trait Implementations§
impl RefUnwindSafe for Transform
impl Send for Transform
impl Sync for Transform
impl Unpin for Transform
impl UnwindSafe for Transform
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derives, it is safe to assume that all images in self exist.§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere C: Component,
fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId) )
unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Cwhere F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a, Aligned>,
fn get_components( self, func: &mut impl FnMut(StorageType, OwningPtr<'_, Aligned>) )
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impl<T> Downcast for Twhere T: Any,
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§impl<T> FromWorld for Twhere
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impl<T> FromWorld for Twhere T: Default,
§fn from_world(_world: &mut World) -> T
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Self using data from the given World§impl<T> GetPath for Twhere
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&'r self,
path: &'p str
) -> Result<&'r (dyn Reflect + 'static), ReflectPathError<'p>>
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