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
impl Isometry3d
Sourcepub const IDENTITY: Isometry3d
pub const IDENTITY: Isometry3d
The identity isometry which represents the rigid motion of not doing anything.
Sourcepub fn new(translation: impl Into<Vec3A>, rotation: Quat) -> Isometry3d
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?
13fn draw_cursor(
14 camera_query: Single<(&Camera, &GlobalTransform)>,
15 ground: Single<&GlobalTransform, With<Ground>>,
16 windows: Query<&Window>,
17 mut gizmos: Gizmos,
18) {
19 let Ok(windows) = windows.single() else {
20 return;
21 };
22
23 let (camera, camera_transform) = *camera_query;
24
25 let Some(cursor_position) = windows.cursor_position() else {
26 return;
27 };
28
29 // Calculate a ray pointing from the camera into the world based on the cursor's position.
30 let Ok(ray) = camera.viewport_to_world(camera_transform, cursor_position) else {
31 return;
32 };
33
34 // Calculate if and where the ray is hitting the ground plane.
35 let Some(distance) =
36 ray.intersect_plane(ground.translation(), InfinitePlane3d::new(ground.up()))
37 else {
38 return;
39 };
40 let point = ray.get_point(distance);
41
42 // Draw a circle just above the ground plane at that position.
43 gizmos.circle(
44 Isometry3d::new(
45 point + ground.up() * 0.01,
46 Quat::from_rotation_arc(Vec3::Z, ground.up().as_vec3()),
47 ),
48 0.2,
49 Color::WHITE,
50 );
51}
More examples
636fn draw_gizmos_3d(mut gizmos: Gizmos, state: Res<State<PrimitiveSelected>>, time: Res<Time>) {
637 const POSITION: Vec3 = Vec3::new(LEFT_RIGHT_OFFSET_3D, 0.0, 0.0);
638 let rotation = Quat::from_rotation_arc(
639 Vec3::Z,
640 Vec3::new(
641 ops::sin(time.elapsed_secs()),
642 ops::cos(time.elapsed_secs()),
643 ops::sin(time.elapsed_secs()) * 0.5,
644 )
645 .try_normalize()
646 .unwrap_or(Vec3::Z),
647 );
648 let isometry = Isometry3d::new(POSITION, rotation);
649 let color = Color::WHITE;
650 let resolution = 10;
651
652 #[expect(
653 clippy::match_same_arms,
654 reason = "Certain primitives don't have any 3D rendering support yet."
655 )]
656 match state.get() {
657 PrimitiveSelected::RectangleAndCuboid => {
658 gizmos.primitive_3d(&CUBOID, isometry, color);
659 }
660 PrimitiveSelected::CircleAndSphere => drop(
661 gizmos
662 .primitive_3d(&SPHERE, isometry, color)
663 .resolution(resolution),
664 ),
665 PrimitiveSelected::Ellipse => {}
666 PrimitiveSelected::Triangle => gizmos.primitive_3d(&TRIANGLE_3D, isometry, color),
667 PrimitiveSelected::Plane => drop(gizmos.primitive_3d(&PLANE_3D, isometry, color)),
668 PrimitiveSelected::Line => gizmos.primitive_3d(&LINE3D, isometry, color),
669 PrimitiveSelected::Segment => gizmos.primitive_3d(&SEGMENT_3D, isometry, color),
670 PrimitiveSelected::Polyline => gizmos.primitive_3d(&POLYLINE_3D, isometry, color),
671 PrimitiveSelected::Polygon => {}
672 PrimitiveSelected::RegularPolygon => {}
673 PrimitiveSelected::Capsule => drop(
674 gizmos
675 .primitive_3d(&CAPSULE_3D, isometry, color)
676 .resolution(resolution),
677 ),
678 PrimitiveSelected::Cylinder => drop(
679 gizmos
680 .primitive_3d(&CYLINDER, isometry, color)
681 .resolution(resolution),
682 ),
683 PrimitiveSelected::Cone => drop(
684 gizmos
685 .primitive_3d(&CONE, isometry, color)
686 .resolution(resolution),
687 ),
688 PrimitiveSelected::ConicalFrustum => {
689 gizmos.primitive_3d(&CONICAL_FRUSTUM, isometry, color);
690 }
691
692 PrimitiveSelected::Torus => drop(
693 gizmos
694 .primitive_3d(&TORUS, isometry, color)
695 .minor_resolution(resolution)
696 .major_resolution(resolution),
697 ),
698 PrimitiveSelected::Tetrahedron => {
699 gizmos.primitive_3d(&TETRAHEDRON, isometry, color);
700 }
701
702 PrimitiveSelected::Arc => {}
703 PrimitiveSelected::CircularSector => {}
704 PrimitiveSelected::CircularSegment => {}
705 }
706}
98fn draw_example_collection(
99 mut gizmos: Gizmos,
100 mut my_gizmos: Gizmos<MyRoundGizmos>,
101 time: Res<Time>,
102) {
103 gizmos.grid(
104 Quat::from_rotation_x(PI / 2.),
105 UVec2::splat(20),
106 Vec2::new(2., 2.),
107 // Light gray
108 LinearRgba::gray(0.65),
109 );
110 gizmos.grid(
111 Isometry3d::new(Vec3::splat(10.0), Quat::from_rotation_x(PI / 3. * 2.)),
112 UVec2::splat(20),
113 Vec2::new(2., 2.),
114 PURPLE,
115 );
116 gizmos.sphere(Vec3::splat(10.0), 1.0, PURPLE);
117
118 gizmos
119 .primitive_3d(
120 &Plane3d {
121 normal: Dir3::Y,
122 half_size: Vec2::splat(1.0),
123 },
124 Isometry3d::new(
125 Vec3::splat(4.0) + Vec2::from(ops::sin_cos(time.elapsed_secs())).extend(0.0),
126 Quat::from_rotation_x(PI / 2. + time.elapsed_secs()),
127 ),
128 GREEN,
129 )
130 .cell_count(UVec2::new(5, 10))
131 .spacing(Vec2::new(0.2, 0.1));
132
133 gizmos.cuboid(
134 Transform::from_translation(Vec3::Y * 0.5).with_scale(Vec3::splat(1.25)),
135 BLACK,
136 );
137 gizmos.rect(
138 Isometry3d::new(
139 Vec3::new(ops::cos(time.elapsed_secs()) * 2.5, 1., 0.),
140 Quat::from_rotation_y(PI / 2.),
141 ),
142 Vec2::splat(2.),
143 LIME,
144 );
145
146 gizmos.cross(Vec3::new(-1., 1., 1.), 0.5, FUCHSIA);
147
148 let domain = Interval::EVERYWHERE;
149 let curve = FunctionCurve::new(domain, |t| {
150 (Vec2::from(ops::sin_cos(t * 10.0))).extend(t - 6.0)
151 });
152 let resolution = ((ops::sin(time.elapsed_secs()) + 1.0) * 100.0) as usize;
153 let times_and_colors = (0..=resolution)
154 .map(|n| n as f32 / resolution as f32)
155 .map(|t| t * 5.0)
156 .map(|t| (t, TEAL.mix(&HOT_PINK, t / 5.0)));
157 gizmos.curve_gradient_3d(curve, times_and_colors);
158
159 my_gizmos.sphere(Vec3::new(1., 0.5, 0.), 0.5, RED);
160
161 my_gizmos
162 .rounded_cuboid(Vec3::new(-2.0, 0.75, -0.75), Vec3::splat(0.9), TURQUOISE)
163 .edge_radius(0.1)
164 .arc_resolution(4);
165
166 for y in [0., 0.5, 1.] {
167 gizmos.ray(
168 Vec3::new(1., y, 0.),
169 Vec3::new(-3., ops::sin(time.elapsed_secs() * 3.), 0.),
170 BLUE,
171 );
172 }
173
174 my_gizmos
175 .arc_3d(
176 180.0_f32.to_radians(),
177 0.2,
178 Isometry3d::new(
179 Vec3::ONE,
180 Quat::from_rotation_arc(Vec3::Y, Vec3::ONE.normalize()),
181 ),
182 ORANGE,
183 )
184 .resolution(10);
185
186 // Circles have 32 line-segments by default.
187 my_gizmos.circle(Quat::from_rotation_arc(Vec3::Z, Vec3::Y), 3., BLACK);
188
189 // You may want to increase this for larger circles or spheres.
190 my_gizmos
191 .circle(Quat::from_rotation_arc(Vec3::Z, Vec3::Y), 3.1, NAVY)
192 .resolution(64);
193 my_gizmos
194 .sphere(Isometry3d::IDENTITY, 3.2, BLACK)
195 .resolution(64);
196
197 gizmos.arrow(Vec3::ZERO, Vec3::splat(1.5), YELLOW);
198
199 // You can create more complex arrows using the arrow builder.
200 gizmos
201 .arrow(Vec3::new(2., 0., 2.), Vec3::new(2., 2., 2.), ORANGE_RED)
202 .with_double_end()
203 .with_tip_length(0.5);
204}
Sourcepub fn from_rotation(rotation: Quat) -> Isometry3d
pub fn from_rotation(rotation: Quat) -> Isometry3d
Create a three-dimensional isometry from a rotation.
Sourcepub fn from_translation(translation: impl Into<Vec3A>) -> Isometry3d
pub fn from_translation(translation: impl Into<Vec3A>) -> Isometry3d
Create a three-dimensional isometry from a translation.
Sourcepub fn from_xyz(x: f32, y: f32, z: f32) -> Isometry3d
pub 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.
Sourcepub fn inverse(&self) -> Isometry3d
pub fn inverse(&self) -> Isometry3d
The inverse isometry that undoes this one.
Sourcepub fn inverse_mul(&self, rhs: Isometry3d) -> Isometry3d
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.
Sourcepub fn transform_point(&self, point: impl Into<Vec3A>) -> Vec3A
pub fn transform_point(&self, point: impl Into<Vec3A>) -> Vec3A
Transform a point by rotating and translating it using this isometry.
Sourcepub fn inverse_transform_point(&self, point: impl Into<Vec3A>) -> Vec3A
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§
Source§impl Clone for Isometry3d
impl Clone for Isometry3d
Source§fn clone(&self) -> Isometry3d
fn clone(&self) -> Isometry3d
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreSource§impl Debug for Isometry3d
impl Debug for Isometry3d
Source§impl Default for Isometry3d
impl Default for Isometry3d
Source§fn default() -> Isometry3d
fn default() -> Isometry3d
Source§impl<'de> Deserialize<'de> for Isometry3d
impl<'de> Deserialize<'de> for Isometry3d
Source§fn deserialize<__D>(
__deserializer: __D,
) -> Result<Isometry3d, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D,
) -> Result<Isometry3d, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
Source§impl Ease for Isometry3d
impl Ease for Isometry3d
Source§fn interpolating_curve_unbounded(
start: Isometry3d,
end: Isometry3d,
) -> impl Curve<Isometry3d>
fn interpolating_curve_unbounded( start: Isometry3d, end: Isometry3d, ) -> impl Curve<Isometry3d>
Source§impl From<Isometry3d> for Affine3
impl From<Isometry3d> for Affine3
Source§fn from(iso: Isometry3d) -> Affine3
fn from(iso: Isometry3d) -> Affine3
Source§impl From<Isometry3d> for Affine3A
impl From<Isometry3d> for Affine3A
Source§fn from(iso: Isometry3d) -> Affine3A
fn from(iso: Isometry3d) -> Affine3A
Source§impl From<Quat> for Isometry3d
impl From<Quat> for Isometry3d
Source§fn from(rotation: Quat) -> Isometry3d
fn from(rotation: Quat) -> Isometry3d
Source§impl From<Vec3> for Isometry3d
impl From<Vec3> for Isometry3d
Source§fn from(translation: Vec3) -> Isometry3d
fn from(translation: Vec3) -> Isometry3d
Source§impl From<Vec3A> for Isometry3d
impl From<Vec3A> for Isometry3d
Source§fn from(translation: Vec3A) -> Isometry3d
fn from(translation: Vec3A) -> Isometry3d
Source§impl FromArg for &'static Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromArg for &'static Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl FromArg for &'static mut Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromArg for &'static mut Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl FromArg for Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromArg for Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl FromReflect for Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromReflect for Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Isometry3d>
fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Isometry3d>
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 GetOwnership for &Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetOwnership for &Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl GetOwnership for &mut Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetOwnership for &mut Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl GetOwnership for Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetOwnership for Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl GetTypeRegistration for Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetTypeRegistration for Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn get_type_registration() -> TypeRegistration
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 IntoReturn for &Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl IntoReturn for &Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn into_return<'into_return>(self) -> Return<'into_return>where
&Isometry3d: 'into_return,
fn into_return<'into_return>(self) -> Return<'into_return>where
&Isometry3d: 'into_return,
Source§impl IntoReturn for &mut Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl IntoReturn for &mut Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn into_return<'into_return>(self) -> Return<'into_return>where
&mut Isometry3d: 'into_return,
fn into_return<'into_return>(self) -> Return<'into_return>where
&mut Isometry3d: 'into_return,
Source§impl IntoReturn for Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl IntoReturn for Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn into_return<'into_return>(self) -> Return<'into_return>where
Isometry3d: 'into_return,
fn into_return<'into_return>(self) -> Return<'into_return>where
Isometry3d: 'into_return,
Source§impl Mul<Dir3> for Isometry3d
impl Mul<Dir3> for Isometry3d
Source§impl Mul<Vec3> for Isometry3d
impl Mul<Vec3> for Isometry3d
Source§impl Mul<Vec3A> for Isometry3d
impl Mul<Vec3A> for Isometry3d
Source§impl Mul for Isometry3d
impl Mul for Isometry3d
Source§type Output = Isometry3d
type Output = Isometry3d
*
operator.Source§fn mul(self, rhs: Isometry3d) -> <Isometry3d as Mul>::Output
fn mul(self, rhs: Isometry3d) -> <Isometry3d as Mul>::Output
*
operation. Read moreSource§impl PartialEq for Isometry3d
impl PartialEq for Isometry3d
Source§impl PartialReflect for Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl PartialReflect for Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn try_apply(
&mut self,
value: &(dyn PartialReflect + 'static),
) -> Result<(), ApplyError>
fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>
Source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
Source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<Isometry3d>) -> ReflectOwned
fn reflect_owned(self: Box<Isometry3d>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<Isometry3d>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<Isometry3d>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
Source§fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
Source§fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
Source§fn into_partial_reflect(self: Box<Isometry3d>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<Isometry3d>) -> Box<dyn PartialReflect>
Source§fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
Source§fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
Source§fn reflect_partial_eq(
&self,
value: &(dyn PartialReflect + 'static),
) -> Option<bool>
fn reflect_partial_eq( &self, value: &(dyn PartialReflect + 'static), ) -> Option<bool>
Source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
Source§fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>
fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>
Self
using reflection. Read moreSource§fn apply(&mut self, value: &(dyn PartialReflect + 'static))
fn apply(&mut self, value: &(dyn PartialReflect + 'static))
Source§fn clone_value(&self) -> Box<dyn PartialReflect>
fn clone_value(&self) -> Box<dyn PartialReflect>
reflect_clone
. To convert reflected values to dynamic ones, use to_dynamic
.Self
into its dynamic representation. Read moreSource§fn to_dynamic(&self) -> Box<dyn PartialReflect>
fn to_dynamic(&self) -> Box<dyn PartialReflect>
Source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
Source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Source§impl Reflect for Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl Reflect for Isometry3dwhere
Isometry3d: Any + Send + Sync,
Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn into_any(self: Box<Isometry3d>) -> Box<dyn Any>
fn into_any(self: Box<Isometry3d>) -> Box<dyn Any>
Box<dyn Any>
. Read moreSource§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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impl Struct for Isometry3dwhere
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impl TransformPoint for Isometry3d
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impl TypePath for Isometry3d
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Quat: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Vec3A: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
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impl StructuralPartialEq for Isometry3d
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impl RefUnwindSafe for Isometry3d
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impl Sync for Isometry3d
impl Unpin for Isometry3d
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