Struct bevy::math::f32::Mat4

source ·
pub struct Mat4 {
    pub x_axis: Vec4,
    pub y_axis: Vec4,
    pub z_axis: Vec4,
    pub w_axis: Vec4,
}
Expand description

A 4x4 column major matrix.

This 4x4 matrix type features convenience methods for creating and using affine transforms and perspective projections. If you are primarily dealing with 3D affine transformations considering using Affine3A which is faster than a 4x4 matrix for some affine operations.

Affine transformations including 3D translation, rotation and scale can be created using methods such as Self::from_translation(), Self::from_quat(), Self::from_scale() and Self::from_scale_rotation_translation().

Othographic projections can be created using the methods Self::orthographic_lh() for left-handed coordinate systems and Self::orthographic_rh() for right-handed systems. The resulting matrix is also an affine transformation.

The Self::transform_point3() and Self::transform_vector3() convenience methods are provided for performing affine transformations on 3D vectors and points. These multiply 3D inputs as 4D vectors with an implicit w value of 1 for points and 0 for vectors respectively. These methods assume that Self contains a valid affine transform.

Perspective projections can be created using methods such as Self::perspective_lh(), Self::perspective_infinite_lh() and Self::perspective_infinite_reverse_lh() for left-handed co-ordinate systems and Self::perspective_rh(), Self::perspective_infinite_rh() and Self::perspective_infinite_reverse_rh() for right-handed co-ordinate systems.

The resulting perspective project can be use to transform 3D vectors as points with perspective correction using the Self::project_point3() convenience method.

Fields§

§x_axis: Vec4§y_axis: Vec4§z_axis: Vec4§w_axis: Vec4

Implementations§

A 4x4 matrix with all elements set to 0.0.

A 4x4 identity matrix, where all diagonal elements are 1, and all off-diagonal elements are 0.

All NAN:s.

Creates a 4x4 matrix from two column vectors.

Creates a 4x4 matrix from a [f32; 16] array stored in column major order. If your data is stored in row major you will need to transpose the returned matrix.

Creates a [f32; 16] array storing data in column major order. If you require data in row major order transpose the matrix first.

Creates a 4x4 matrix from a [[f32; 4]; 4] 4D array stored in column major order. If your data is in row major order you will need to transpose the returned matrix.

Creates a [[f32; 4]; 4] 4D array storing data in column major order. If you require data in row major order transpose the matrix first.

Creates a 4x4 matrix with its diagonal set to diagonal and all other entries set to 0.

Creates an affine transformation matrix from the given 3D scale, rotation and translation.

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

Panics

Will panic if rotation is not normalized when glam_assert is enabled.

Creates an affine transformation matrix from the given 3D translation.

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

Panics

Will panic if rotation is not normalized when glam_assert is enabled.

Extracts scale, rotation and translation from self. The input matrix is expected to be a 3D affine transformation matrix otherwise the output will be invalid.

Panics

Will panic if the determinant of self is zero or if the resulting scale vector contains any zero elements when glam_assert is enabled.

Creates an affine transformation matrix from the given rotation quaternion.

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

Panics

Will panic if rotation is not normalized when glam_assert is enabled.

Creates an affine transformation matrix from the given 3x3 linear transformation matrix.

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

Creates an affine transformation matrix from the given 3x3 linear transformation matrix.

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

Creates an affine transformation matrix from the given 3D translation.

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

Creates an affine transformation matrix containing a 3D rotation around a normalized rotation axis of angle (in radians).

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

Panics

Will panic if axis is not normalized when glam_assert is enabled.

Creates a affine transformation matrix containing a rotation from the given euler rotation sequence and angles (in radians).

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

Creates an affine transformation matrix containing a 3D rotation around the x axis of angle (in radians).

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

Creates an affine transformation matrix containing a 3D rotation around the y axis of angle (in radians).

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

Creates an affine transformation matrix containing a 3D rotation around the z axis of angle (in radians).

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

Creates an affine transformation matrix containing the given 3D non-uniform scale.

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

Panics

Will panic if all elements of scale are zero when glam_assert is enabled.

Creates a 4x4 matrix from the first 16 values in slice.

Panics

Panics if slice is less than 16 elements long.

Writes the columns of self to the first 16 elements in slice.

Panics

Panics if slice is less than 16 elements long.

Returns the matrix column for the given index.

Panics

Panics if index is greater than 3.

Returns a mutable reference to the matrix column for the given index.

Panics

Panics if index is greater than 3.

Returns the matrix row for the given index.

Panics

Panics if index is greater than 3.

Returns true if, and only if, all elements are finite. If any element is either NaN, positive or negative infinity, this will return false.

Returns true if any elements are NaN.

Returns the transpose of self.

Returns the determinant of self.

Returns the inverse of self.

If the matrix is not invertible the returned matrix will be invalid.

Panics

Will panic if the determinant of self is zero when glam_assert is enabled.

Creates a left-handed view matrix using a camera position, an up direction, and a facing direction.

For a view coordinate system with +X=right, +Y=up and +Z=forward.

Creates a right-handed view matrix using a camera position, an up direction, and a facing direction.

For a view coordinate system with +X=right, +Y=up and +Z=back.

Creates a left-handed view matrix using a camera position, an up direction, and a focal point. For a view coordinate system with +X=right, +Y=up and +Z=forward.

Panics

Will panic if up is not normalized when glam_assert is enabled.

Creates a right-handed view matrix using a camera position, an up direction, and a focal point. For a view coordinate system with +X=right, +Y=up and +Z=back.

Panics

Will panic if up is not normalized when glam_assert is enabled.

Creates a right-handed perspective projection matrix with [-1,1] depth range. This is the same as the OpenGL gluPerspective function. See https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml

Creates a left-handed perspective projection matrix with [0,1] depth range.

Panics

Will panic if z_near or z_far are less than or equal to zero when glam_assert is enabled.

Creates a right-handed perspective projection matrix with [0,1] depth range.

Panics

Will panic if z_near or z_far are less than or equal to zero when glam_assert is enabled.

Creates an infinite left-handed perspective projection matrix with [0,1] depth range.

Panics

Will panic if z_near is less than or equal to zero when glam_assert is enabled.

Creates an infinite left-handed perspective projection matrix with [0,1] depth range.

Panics

Will panic if z_near is less than or equal to zero when glam_assert is enabled.

Creates an infinite right-handed perspective projection matrix with [0,1] depth range.

Creates an infinite reverse right-handed perspective projection matrix with [0,1] depth range.

Creates a right-handed orthographic projection matrix with [-1,1] depth range. This is the same as the OpenGL glOrtho function in OpenGL. See https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml

Creates a left-handed orthographic projection matrix with [0,1] depth range.

Creates a right-handed orthographic projection matrix with [0,1] depth range.

Transforms the given 3D vector as a point, applying perspective correction.

This is the equivalent of multiplying the 3D vector as a 4D vector where w is 1.0. The perspective divide is performed meaning the resulting 3D vector is divided by w.

This method assumes that self contains a projective transform.

Transforms the given 3D vector as a point.

This is the equivalent of multiplying the 3D vector as a 4D vector where w is 1.0.

This method assumes that self contains a valid affine transform. It does not perform a persective divide, if self contains a perspective transform, or if you are unsure, the Self::project_point3() method should be used instead.

Panics

Will panic if the 3rd row of self is not (0, 0, 0, 1) when glam_assert is enabled.

Transforms the give 3D vector as a direction.

This is the equivalent of multiplying the 3D vector as a 4D vector where w is 0.0.

This method assumes that self contains a valid affine transform.

Panics

Will panic if the 3rd row of self is not (0, 0, 0, 1) when glam_assert is enabled.

Transforms the given Vec3A as 3D point.

This is the equivalent of multiplying the Vec3A as a 4D vector where w is 1.0.

Transforms the give Vec3A as 3D vector.

This is the equivalent of multiplying the Vec3A as a 4D vector where w is 0.0.

Transforms a 4D vector.

Multiplies two 4x4 matrices.

Adds two 4x4 matrices.

Subtracts two 4x4 matrices.

Multiplies a 4x4 matrix by a scalar.

Returns true if the absolute difference of all elements between self and rhs is less than or equal to max_abs_diff.

This can be used to compare if two matrices contain similar elements. It works best when comparing with a known value. The max_abs_diff that should be used used depends on the values being compared against.

For more see comparing floating point numbers.

Trait Implementations§

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