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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§

Source§

impl Isometry3d

Source

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 362-367)
348fn draw_camera_gizmo(cameras: Query<(&Camera, &GlobalTransform)>, mut gizmos: Gizmos) {
349    for (camera, transform) in &cameras {
350        // As above, we use the order as a cheap tag to tell the depth texture
351        // apart from the main texture.
352        if camera.order >= 0 {
353            continue;
354        }
355
356        // Draw a cone representing the camera.
357        gizmos.primitive_3d(
358            &Cone {
359                radius: 1.0,
360                height: 3.0,
361            },
362            Isometry3d::new(
363                transform.translation(),
364                // We have to rotate here because `Cone` primitives are oriented
365                // along +Y and cameras point along +Z.
366                transform.rotation() * Quat::from_rotation_x(FRAC_PI_2),
367            ),
368            LIME,
369        );
370    }
371}
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 120)
107fn draw_example_collection(
108    mut gizmos: Gizmos,
109    mut my_gizmos: Gizmos<MyRoundGizmos>,
110    time: Res<Time>,
111) {
112    gizmos.grid(
113        Quat::from_rotation_x(PI / 2.),
114        UVec2::splat(20),
115        Vec2::new(2., 2.),
116        // Light gray
117        LinearRgba::gray(0.65),
118    );
119    gizmos.grid(
120        Isometry3d::new(Vec3::splat(10.0), Quat::from_rotation_x(PI / 3. * 2.)),
121        UVec2::splat(20),
122        Vec2::new(2., 2.),
123        PURPLE,
124    );
125    gizmos.sphere(Vec3::splat(10.0), 1.0, PURPLE);
126
127    gizmos
128        .primitive_3d(
129            &Plane3d {
130                normal: Dir3::Y,
131                half_size: Vec2::splat(1.0),
132            },
133            Isometry3d::new(
134                Vec3::splat(4.0) + Vec2::from(ops::sin_cos(time.elapsed_secs())).extend(0.0),
135                Quat::from_rotation_x(PI / 2. + time.elapsed_secs()),
136            ),
137            GREEN,
138        )
139        .cell_count(UVec2::new(5, 10))
140        .spacing(Vec2::new(0.2, 0.1));
141
142    gizmos.cube(
143        Transform::from_translation(Vec3::Y * 0.5).with_scale(Vec3::splat(1.25)),
144        BLACK,
145    );
146    gizmos.rect(
147        Isometry3d::new(
148            Vec3::new(ops::cos(time.elapsed_secs()) * 2.5, 1., 0.),
149            Quat::from_rotation_y(PI / 2.),
150        ),
151        Vec2::splat(2.),
152        LIME,
153    );
154
155    gizmos.cross(Vec3::new(-1., 1., 1.), 0.5, FUCHSIA);
156
157    let domain = Interval::EVERYWHERE;
158    let curve = FunctionCurve::new(domain, |t| {
159        (Vec2::from(ops::sin_cos(t * 10.0))).extend(t - 6.0)
160    });
161    let resolution = ((ops::sin(time.elapsed_secs()) + 1.0) * 100.0) as usize;
162    let times_and_colors = (0..=resolution)
163        .map(|n| n as f32 / resolution as f32)
164        .map(|t| t * 5.0)
165        .map(|t| (t, TEAL.mix(&HOT_PINK, t / 5.0)));
166    gizmos.curve_gradient_3d(curve, times_and_colors);
167
168    gizmos.primitive_3d(
169        &Capsule3d::new(0.35, 0.5),
170        Isometry3d::new(
171            Vec3::new(-1.75, 0.75, 0.75),
172            Quat::from_rotation_y(ops::cos(time.elapsed_secs() / 2.0) * 10.0)
173                * Quat::from_rotation_z(PI / 3.0),
174        ),
175        YELLOW_GREEN,
176    );
177
178    my_gizmos.sphere(Vec3::new(1., 0.5, 0.), 0.5, RED);
179
180    my_gizmos
181        .rounded_cuboid(Vec3::new(-2.0, 0.75, -0.75), Vec3::splat(0.9), TURQUOISE)
182        .edge_radius(0.1)
183        .arc_resolution(4);
184
185    for y in [0., 0.5, 1.] {
186        gizmos.ray(
187            Vec3::new(1., y, 0.),
188            Vec3::new(-3., ops::sin(time.elapsed_secs() * 3.), 0.),
189            BLUE,
190        );
191    }
192
193    my_gizmos
194        .arc_3d(
195            180.0_f32.to_radians(),
196            0.2,
197            Isometry3d::new(
198                Vec3::ONE,
199                Quat::from_rotation_arc(Vec3::Y, Vec3::ONE.normalize()),
200            ),
201            ORANGE,
202        )
203        .resolution(10);
204
205    // Circles have 32 line-segments by default.
206    my_gizmos.circle(Quat::from_rotation_arc(Vec3::Z, Vec3::Y), 3., BLACK);
207
208    // You may want to increase this for larger circles or spheres.
209    my_gizmos
210        .circle(Quat::from_rotation_arc(Vec3::Z, Vec3::Y), 3.1, NAVY)
211        .resolution(64);
212    my_gizmos
213        .sphere(Isometry3d::IDENTITY, 3.2, BLACK)
214        .resolution(64);
215
216    gizmos.arrow(Vec3::ZERO, Vec3::splat(1.5), YELLOW);
217
218    // You can create more complex arrows using the arrow builder.
219    gizmos
220        .arrow(Vec3::new(2., 0., 2.), Vec3::new(2., 2., 2.), ORANGE_RED)
221        .with_double_end()
222        .with_tip_length(0.5);
223
224    let from = Vec3::new(1.0, 2.0, 3.0);
225    let to = Vec3::new(3.0, 2.5, 4.0);
226    gizmos.rect(from, Vec2::ONE, RED);
227    my_gizmos.short_arc_3d_between((from + to) / 2.0, from, to, YELLOW_GREEN);
228    gizmos.rect(to, Vec2::ONE, RED);
229}
Source

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 394)
388    pub fn draw_gizmos(mut gizmos: Gizmos) {
389        gizmos.cube(
390            Transform::from_translation(Vec3::X * -1.75).with_scale(Vec3::splat(1.25)),
391            RED,
392        );
393        gizmos
394            .sphere(Isometry3d::from_translation(Vec3::X * -3.5), 0.75, GREEN)
395            .resolution(30_000 / 3);
396
397        gizmos.text(
398            Isometry3d::from_translation(Vec3::Y * 1.5),
399            "text gizmo",
400            0.3,
401            Vec2 { x: 0., y: 0. },
402            Color::WHITE,
403        );
404
405        // 3d grids with all variations of outer edges on or off
406        for i in 0..8 {
407            let x = 1.5 * (i % 4) as f32;
408            let y = 1.0 * (0.5 - (i / 4) as f32);
409            let mut grid = gizmos.grid_3d(
410                Isometry3d::from_translation(Vec3::new(x, y, 0.0)),
411                UVec3::new(5, 4, 3),
412                Vec3::splat(0.175),
413                Color::WHITE,
414            );
415            if i & 1 > 0 {
416                grid = grid.outer_edges_x();
417            }
418            if i & 2 > 0 {
419                grid = grid.outer_edges_y();
420            }
421            if i & 4 > 0 {
422                grid.outer_edges_z();
423            }
424        }
425    }
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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 AbsDiffEq for Isometry3d

Available on crate feature approx only.
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type Epsilon = <f32 as AbsDiffEq>::Epsilon

Used for specifying relative comparisons.
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fn default_epsilon() -> <Isometry3d as AbsDiffEq>::Epsilon

The default tolerance to use when testing values that are close together. Read more
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fn abs_diff_eq( &self, other: &Isometry3d, epsilon: <Isometry3d as AbsDiffEq>::Epsilon, ) -> bool

A test for equality that uses the absolute difference to compute the approximate equality of two numbers.
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fn abs_diff_ne(&self, other: &Rhs, epsilon: Self::Epsilon) -> bool

The inverse of AbsDiffEq::abs_diff_eq.
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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

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

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

Inequality operator !=. Read more
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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) -> Result<Box<dyn PartialReflect>, ReflectCloneError>

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 RelativeEq for Isometry3d

Available on crate feature approx only.
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fn default_max_relative() -> <Isometry3d as AbsDiffEq>::Epsilon

The default relative tolerance for testing values that are far-apart. Read more
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fn relative_eq( &self, other: &Isometry3d, epsilon: <Isometry3d as AbsDiffEq>::Epsilon, max_relative: <Isometry3d as AbsDiffEq>::Epsilon, ) -> bool

A test for equality that uses a relative comparison if the values are far apart.
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fn relative_ne( &self, other: &Rhs, epsilon: Self::Epsilon, max_relative: Self::Epsilon, ) -> bool

The inverse of RelativeEq::relative_eq.
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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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Gets a reference to the value of the field with index index as a &dyn PartialReflect.
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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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fn index_of_name(&self, name: &str) -> Option<usize>

Gets the index of the field with the given name.
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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 to_dynamic_struct(&self) -> Result<DynamicStruct, ReflectCloneError>

Creates a new DynamicStruct from this struct. Read more
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fn get_represented_struct_info(&self) -> Option<&'static StructInfo>

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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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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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 Isometry3d

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
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impl UlpsEq for Isometry3d

Available on crate feature approx only.
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fn default_max_ulps() -> u32

The default ULPs to tolerate when testing values that are far-apart. Read more
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fn ulps_eq( &self, other: &Isometry3d, epsilon: <Isometry3d as AbsDiffEq>::Epsilon, max_ulps: u32, ) -> bool

A test for equality that uses units in the last place (ULP) if the values are far apart.
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fn ulps_ne(&self, other: &Rhs, epsilon: Self::Epsilon, max_ulps: u32) -> bool

The inverse of UlpsEq::ulps_eq.

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