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Isometry3d

Struct Isometry3d 

Source
pub struct Isometry3d {
    pub rotation: Quat,
    pub translation: Vec3A,
}
Expand description

An isometry in three dimensions, representing a rotation followed by a translation. This can often be useful for expressing relative positions and transformations from one position to another.

In particular, this type represents a distance-preserving transformation known as a rigid motion or a direct motion, and belongs to the special Euclidean group SE(3). This includes translation and rotation, but excludes reflection.

For the two-dimensional version, see Isometry2d.

§Example

Isometries can be created from a given translation and rotation:

let iso = Isometry3d::new(Vec3::new(2.0, 1.0, 3.0), Quat::from_rotation_z(FRAC_PI_2));

Or from separate parts:

let iso1 = Isometry3d::from_translation(Vec3::new(2.0, 1.0, 3.0));
let iso2 = Isometry3d::from_rotation(Quat::from_rotation_z(FRAC_PI_2));

The isometries can be used to transform points:

let iso = Isometry3d::new(Vec3::new(2.0, 1.0, 3.0), Quat::from_rotation_z(FRAC_PI_2));
let point = Vec3::new(4.0, 4.0, 4.0);

// These are equivalent
let result = iso.transform_point(point);
let result = iso * point;

assert_relative_eq!(result, Vec3::new(-2.0, 5.0, 7.0));

Isometries can also be composed together:

assert_eq!(iso1 * iso2, iso);

One common operation is to compute an isometry representing the relative positions of two objects for things like intersection tests. This can be done with an inverse transformation:

let sphere_iso = Isometry3d::from_translation(Vec3::new(2.0, 1.0, 3.0));
let cuboid_iso = Isometry3d::from_rotation(Quat::from_rotation_z(FRAC_PI_2));

// Compute the relative position and orientation between the two shapes
let relative_iso = sphere_iso.inverse() * cuboid_iso;

// Or alternatively, to skip an extra rotation operation:
let relative_iso = sphere_iso.inverse_mul(cuboid_iso);

Fields§

§rotation: Quat

The rotational part of a three-dimensional isometry.

§translation: Vec3A

The translational part of a three-dimensional isometry.

Implementations§

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impl Isometry3d

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pub const IDENTITY: Isometry3d

The identity isometry which represents the rigid motion of not doing anything.

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pub fn new(translation: impl Into<Vec3A>, rotation: Quat) -> Isometry3d

Create a three-dimensional isometry from a rotation and a translation.

Examples found in repository?
examples/gizmos/3d_text_gizmos.rs (line 29)
25fn hello_world(mut text_gizmos: Gizmos, time: Res<Time>) {
26    let t = 0.2 * time.elapsed_secs();
27
28    text_gizmos.text(
29        Isometry3d::new(Vec3::new(0.0, 1.5, 0.0), Quat::from_rotation_y(-t)),
30        "Hello",
31        1.,
32        Vec2::ZERO,
33        RED,
34    );
35
36    text_gizmos.text(
37        Isometry3d::new(Vec3::new(0.0, 0.0, 0.0), Quat::from_rotation_y(t + 0.25)),
38        "Text",
39        1.,
40        Vec2::ZERO,
41        ORANGE,
42    );
43
44    text_gizmos.text(
45        Isometry3d::new(Vec3::new(0.0, -1.5, 0.0), Quat::from_rotation_y(-t - 0.5)),
46        "Gizmos",
47        1.,
48        Vec2::ZERO,
49        YELLOW,
50    );
51}
More examples
Hide additional examples
examples/shader_advanced/render_depth_to_texture.rs (lines 360-365)
346fn draw_camera_gizmo(cameras: Query<(&Camera, &GlobalTransform)>, mut gizmos: Gizmos) {
347    for (camera, transform) in &cameras {
348        // As above, we use the order as a cheap tag to tell the depth texture
349        // apart from the main texture.
350        if camera.order >= 0 {
351            continue;
352        }
353
354        // Draw a cone representing the camera.
355        gizmos.primitive_3d(
356            &Cone {
357                radius: 1.0,
358                height: 3.0,
359            },
360            Isometry3d::new(
361                transform.translation(),
362                // We have to rotate here because `Cone` primitives are oriented
363                // along +Y and cameras point along +Z.
364                transform.rotation() * Quat::from_rotation_x(FRAC_PI_2),
365            ),
366            LIME,
367        );
368    }
369}
examples/3d/3d_viewport_to_world.rs (lines 29-32)
13fn draw_cursor(
14    camera_query: Single<(&Camera, &GlobalTransform)>,
15    ground: Single<&GlobalTransform, With<Ground>>,
16    window: Single<&Window>,
17    mut gizmos: Gizmos,
18) {
19    let (camera, camera_transform) = *camera_query;
20
21    if let Some(cursor_position) = window.cursor_position()
22        // Calculate a ray pointing from the camera into the world based on the cursor's position.
23        && let Ok(ray) = camera.viewport_to_world(camera_transform, cursor_position)
24        // Calculate if and where the ray is hitting the ground plane.
25        && let Some(point) = ray.plane_intersection_point(ground.translation(), InfinitePlane3d::new(ground.up()))
26    {
27        // Draw a circle just above the ground plane at that position.
28        gizmos.circle(
29            Isometry3d::new(
30                point + ground.up() * 0.01,
31                Quat::from_rotation_arc(Vec3::Z, ground.up().as_vec3()),
32            ),
33            0.2,
34            Color::WHITE,
35        );
36    }
37}
examples/math/render_primitives.rs (line 685)
673fn draw_gizmos_3d(mut gizmos: Gizmos, state: Res<State<PrimitiveSelected>>, time: Res<Time>) {
674    const POSITION: Vec3 = Vec3::new(LEFT_RIGHT_OFFSET_3D, 0.0, 0.0);
675    let rotation = Quat::from_rotation_arc(
676        Vec3::Z,
677        Vec3::new(
678            ops::sin(time.elapsed_secs()),
679            ops::cos(time.elapsed_secs()),
680            ops::sin(time.elapsed_secs()) * 0.5,
681        )
682        .try_normalize()
683        .unwrap_or(Vec3::Z),
684    );
685    let isometry = Isometry3d::new(POSITION, rotation);
686    let color = Color::WHITE;
687    let resolution = 10;
688
689    #[expect(
690        clippy::match_same_arms,
691        reason = "Certain primitives don't have any 3D rendering support yet."
692    )]
693    match state.get() {
694        PrimitiveSelected::RectangleAndCuboid => {
695            gizmos.primitive_3d(&CUBOID, isometry, color);
696        }
697        PrimitiveSelected::CircleAndSphere => drop(
698            gizmos
699                .primitive_3d(&SPHERE, isometry, color)
700                .resolution(resolution),
701        ),
702        PrimitiveSelected::Ellipse => {}
703        PrimitiveSelected::Triangle => gizmos.primitive_3d(&TRIANGLE_3D, isometry, color),
704        PrimitiveSelected::Plane => drop(gizmos.primitive_3d(&PLANE_3D, isometry, color)),
705        PrimitiveSelected::Line => gizmos.primitive_3d(&LINE_3D, isometry, color),
706        PrimitiveSelected::Segment => gizmos.primitive_3d(&SEGMENT_3D, isometry, color),
707        PrimitiveSelected::Polyline => gizmos.primitive_3d(
708            &Polyline3d {
709                vertices: POLYLINE_3D_VERTICES.to_vec(),
710            },
711            isometry,
712            color,
713        ),
714        PrimitiveSelected::Polygon => {}
715        PrimitiveSelected::ConvexPolygon => {}
716        PrimitiveSelected::RegularPolygon => {}
717        PrimitiveSelected::Capsule => drop(
718            gizmos
719                .primitive_3d(&CAPSULE_3D, isometry, color)
720                .resolution(resolution),
721        ),
722        PrimitiveSelected::Cylinder => drop(
723            gizmos
724                .primitive_3d(&CYLINDER, isometry, color)
725                .resolution(resolution),
726        ),
727        PrimitiveSelected::Cone => drop(
728            gizmos
729                .primitive_3d(&CONE, isometry, color)
730                .resolution(resolution),
731        ),
732        PrimitiveSelected::ConicalFrustum => {
733            gizmos.primitive_3d(&CONICAL_FRUSTUM, isometry, color);
734        }
735
736        PrimitiveSelected::Torus => drop(
737            gizmos
738                .primitive_3d(&TORUS, isometry, color)
739                .minor_resolution(resolution)
740                .major_resolution(resolution),
741        ),
742        PrimitiveSelected::Tetrahedron => {
743            gizmos.primitive_3d(&TETRAHEDRON, isometry, color);
744        }
745
746        PrimitiveSelected::Arc => {}
747        PrimitiveSelected::CircularSector => {}
748        PrimitiveSelected::CircularSegment => {}
749    }
750}
examples/gizmos/3d_gizmos.rs (line 112)
99fn draw_example_collection(
100    mut gizmos: Gizmos,
101    mut my_gizmos: Gizmos<MyRoundGizmos>,
102    time: Res<Time>,
103) {
104    gizmos.grid(
105        Quat::from_rotation_x(PI / 2.),
106        UVec2::splat(20),
107        Vec2::new(2., 2.),
108        // Light gray
109        LinearRgba::gray(0.65),
110    );
111    gizmos.grid(
112        Isometry3d::new(Vec3::splat(10.0), Quat::from_rotation_x(PI / 3. * 2.)),
113        UVec2::splat(20),
114        Vec2::new(2., 2.),
115        PURPLE,
116    );
117    gizmos.sphere(Vec3::splat(10.0), 1.0, PURPLE);
118
119    gizmos
120        .primitive_3d(
121            &Plane3d {
122                normal: Dir3::Y,
123                half_size: Vec2::splat(1.0),
124            },
125            Isometry3d::new(
126                Vec3::splat(4.0) + Vec2::from(ops::sin_cos(time.elapsed_secs())).extend(0.0),
127                Quat::from_rotation_x(PI / 2. + time.elapsed_secs()),
128            ),
129            GREEN,
130        )
131        .cell_count(UVec2::new(5, 10))
132        .spacing(Vec2::new(0.2, 0.1));
133
134    gizmos.cube(
135        Transform::from_translation(Vec3::Y * 0.5).with_scale(Vec3::splat(1.25)),
136        BLACK,
137    );
138    gizmos.rect(
139        Isometry3d::new(
140            Vec3::new(ops::cos(time.elapsed_secs()) * 2.5, 1., 0.),
141            Quat::from_rotation_y(PI / 2.),
142        ),
143        Vec2::splat(2.),
144        LIME,
145    );
146
147    gizmos.cross(Vec3::new(-1., 1., 1.), 0.5, FUCHSIA);
148
149    let domain = Interval::EVERYWHERE;
150    let curve = FunctionCurve::new(domain, |t| {
151        (Vec2::from(ops::sin_cos(t * 10.0))).extend(t - 6.0)
152    });
153    let resolution = ((ops::sin(time.elapsed_secs()) + 1.0) * 100.0) as usize;
154    let times_and_colors = (0..=resolution)
155        .map(|n| n as f32 / resolution as f32)
156        .map(|t| t * 5.0)
157        .map(|t| (t, TEAL.mix(&HOT_PINK, t / 5.0)));
158    gizmos.curve_gradient_3d(curve, times_and_colors);
159
160    my_gizmos.sphere(Vec3::new(1., 0.5, 0.), 0.5, RED);
161
162    my_gizmos
163        .rounded_cuboid(Vec3::new(-2.0, 0.75, -0.75), Vec3::splat(0.9), TURQUOISE)
164        .edge_radius(0.1)
165        .arc_resolution(4);
166
167    for y in [0., 0.5, 1.] {
168        gizmos.ray(
169            Vec3::new(1., y, 0.),
170            Vec3::new(-3., ops::sin(time.elapsed_secs() * 3.), 0.),
171            BLUE,
172        );
173    }
174
175    my_gizmos
176        .arc_3d(
177            180.0_f32.to_radians(),
178            0.2,
179            Isometry3d::new(
180                Vec3::ONE,
181                Quat::from_rotation_arc(Vec3::Y, Vec3::ONE.normalize()),
182            ),
183            ORANGE,
184        )
185        .resolution(10);
186
187    // Circles have 32 line-segments by default.
188    my_gizmos.circle(Quat::from_rotation_arc(Vec3::Z, Vec3::Y), 3., BLACK);
189
190    // You may want to increase this for larger circles or spheres.
191    my_gizmos
192        .circle(Quat::from_rotation_arc(Vec3::Z, Vec3::Y), 3.1, NAVY)
193        .resolution(64);
194    my_gizmos
195        .sphere(Isometry3d::IDENTITY, 3.2, BLACK)
196        .resolution(64);
197
198    gizmos.arrow(Vec3::ZERO, Vec3::splat(1.5), YELLOW);
199
200    // You can create more complex arrows using the arrow builder.
201    gizmos
202        .arrow(Vec3::new(2., 0., 2.), Vec3::new(2., 2., 2.), ORANGE_RED)
203        .with_double_end()
204        .with_tip_length(0.5);
205}
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pub const fn from_rotation(rotation: Quat) -> Isometry3d

Create a three-dimensional isometry from a rotation.

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pub fn from_translation(translation: impl Into<Vec3A>) -> Isometry3d

Create a three-dimensional isometry from a translation.

Examples found in repository?
examples/testbed/3d.rs (line 385)
379    pub fn draw_gizmos(mut gizmos: Gizmos) {
380        gizmos.cube(
381            Transform::from_translation(Vec3::X * -1.75).with_scale(Vec3::splat(1.25)),
382            RED,
383        );
384        gizmos
385            .sphere(Isometry3d::from_translation(Vec3::X * -3.5), 0.75, GREEN)
386            .resolution(30_000 / 3);
387
388        gizmos.text(
389            Isometry3d::from_translation(Vec3::Y * 1.5),
390            "text gizmo",
391            0.3,
392            Vec2 { x: 0., y: 0. },
393            Color::WHITE,
394        );
395
396        // 3d grids with all variations of outer edges on or off
397        for i in 0..8 {
398            let x = 1.5 * (i % 4) as f32;
399            let y = 1.0 * (0.5 - (i / 4) as f32);
400            let mut grid = gizmos.grid_3d(
401                Isometry3d::from_translation(Vec3::new(x, y, 0.0)),
402                UVec3::new(5, 4, 3),
403                Vec3::splat(0.175),
404                Color::WHITE,
405            );
406            if i & 1 > 0 {
407                grid = grid.outer_edges_x();
408            }
409            if i & 2 > 0 {
410                grid = grid.outer_edges_y();
411            }
412            if i & 4 > 0 {
413                grid.outer_edges_z();
414            }
415        }
416    }
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pub const fn from_xyz(x: f32, y: f32, z: f32) -> Isometry3d

Create a three-dimensional isometry from a translation with the given x, y, and z components.

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pub fn inverse(&self) -> Isometry3d

The inverse isometry that undoes this one.

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pub fn inverse_mul(&self, rhs: Isometry3d) -> Isometry3d

Compute iso1.inverse() * iso2 in a more efficient way for one-shot cases.

If the same isometry is used multiple times, it is more efficient to instead compute the inverse once and use that for each transformation.

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pub fn transform_point(&self, point: impl Into<Vec3A>) -> Vec3A

Transform a point by rotating and translating it using this isometry.

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pub fn inverse_transform_point(&self, point: impl Into<Vec3A>) -> Vec3A

Transform a point by rotating and translating it using the inverse of this isometry.

This is more efficient than iso.inverse().transform_point(point) for one-shot cases. If the same isometry is used multiple times, it is more efficient to instead compute the inverse once and use that for each transformation.

Trait Implementations§

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impl Clone for Isometry3d

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fn clone(&self) -> Isometry3d

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for Isometry3d

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impl Debug for Isometry3d

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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 Default for Isometry3d

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fn default() -> Isometry3d

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for Isometry3d

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fn deserialize<__D>( __deserializer: __D, ) -> Result<Isometry3d, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Ease for Isometry3d

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fn interpolating_curve_unbounded( start: Isometry3d, end: Isometry3d, ) -> impl Curve<Isometry3d>

Given start and end values, produce a curve with unlimited domain that: Read more
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impl From<Isometry3d> for Affine3

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fn from(iso: Isometry3d) -> Affine3

Converts to this type from the input type.
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impl From<Isometry3d> for Affine3A

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fn from(iso: Isometry3d) -> Affine3A

Converts to this type from the input type.
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impl From<Quat> for Isometry3d

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fn from(rotation: Quat) -> Isometry3d

Converts to this type from the input type.
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impl From<Vec3> for Isometry3d

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fn from(translation: Vec3) -> Isometry3d

Converts to this type from the input type.
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impl From<Vec3A> for Isometry3d

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fn from(translation: Vec3A) -> Isometry3d

Converts to this type from the input type.
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impl FromArg for Isometry3d

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type This<'from_arg> = Isometry3d

The type to convert into. Read more
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fn from_arg(arg: Arg<'_>) -> Result<<Isometry3d as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
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impl FromReflect for Isometry3d

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fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Isometry3d>

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

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 GetOwnership for Isometry3d

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetTypeRegistration for Isometry3d

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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 IntoReturn for Isometry3d

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fn into_return<'into_return>(self) -> Return<'into_return>
where Isometry3d: 'into_return,

Converts Self into a Return value.
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impl Mul for Isometry3d

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type Output = Isometry3d

The resulting type after applying the * operator.
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fn mul(self, rhs: Isometry3d) -> <Isometry3d as Mul>::Output

Performs the * operation. Read more
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impl Mul<Dir3> for Isometry3d

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type Output = Dir3

The resulting type after applying the * operator.
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fn mul(self, rhs: Dir3) -> <Isometry3d as Mul<Dir3>>::Output

Performs the * operation. Read more
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impl Mul<Vec3> for Isometry3d

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type Output = Vec3

The resulting type after applying the * operator.
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fn mul(self, rhs: Vec3) -> <Isometry3d as Mul<Vec3>>::Output

Performs the * operation. Read more
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impl Mul<Vec3A> for Isometry3d

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type Output = Vec3A

The resulting type after applying the * operator.
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fn mul(self, rhs: Vec3A) -> <Isometry3d as Mul<Vec3A>>::Output

Performs the * operation. Read more
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impl PartialEq for Isometry3d

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fn eq(&self, other: &Isometry3d) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl PartialReflect for Isometry3d

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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 try_apply( &mut self, value: &(dyn PartialReflect + '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<Isometry3d>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn try_into_reflect( self: Box<Isometry3d>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>

Attempts to cast this type to a boxed, fully-reflected value.
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fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>

Attempts to cast this type to a fully-reflected value.
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fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>

Attempts to cast this type to a mutable, fully-reflected value.
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fn into_partial_reflect(self: Box<Isometry3d>) -> Box<dyn PartialReflect>

Casts this type to a boxed, reflected value. Read more
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fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)

Casts this type to a reflected value. Read more
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fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)

Casts this type to a mutable, reflected value. Read more
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fn reflect_partial_eq( &self, value: &(dyn PartialReflect + 'static), ) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn reflect_partial_cmp( &self, value: &(dyn PartialReflect + 'static), ) -> Option<Ordering>

Returns a “partial 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 reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>

Attempts to clone Self using reflection. Read more
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fn apply(&mut self, value: &(dyn PartialReflect + 'static))

Applies a reflected value to this value. Read more
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fn to_dynamic(&self) -> Box<dyn PartialReflect>

Converts this reflected value into its dynamic representation based on its kind. Read more
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fn reflect_clone_and_take<T>(&self) -> Result<T, ReflectCloneError>
where T: 'static, Self: Sized + TypePath,

For a type implementing PartialReflect, combines reflect_clone and take in a useful fashion, automatically constructing an appropriate ReflectCloneError if the downcast fails.
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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 is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Reflect for Isometry3d

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fn into_any(self: Box<Isometry3d>) -> Box<dyn Any>

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

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

Returns the value as a &mut dyn Any. Read more
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fn into_reflect(self: Box<Isometry3d>) -> Box<dyn Reflect>

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

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

Casts this type to a mutable, fully-reflected value.
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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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impl Serialize for Isometry3d

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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 Isometry3d

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

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

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

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

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

Gets the name of the field with index index.
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Gets the index of the field with the given name.
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Returns the number of fields in the struct.
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Returns an iterator over the values of the reflectable fields for this struct.
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Creates a new DynamicStruct from this struct.
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Will return None if TypeInfo is not available.
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impl StructuralPartialEq for Isometry3d

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impl TransformPoint for Isometry3d

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fn transform_point(&self, point: impl Into<Vec3>) -> Vec3

Transform a point.
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impl TypePath for Isometry3d

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impl Typed for Isometry3d

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.

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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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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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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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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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Proof that Self is the same type as Self::Type, provides methods for casting between Self and Self::Type.
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The same type as Self, used to emulate type equality bounds (T == U) with associated type equality constraints (T: Identity<Type = U>).
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Create an instance of this type from an initialization function
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