[−][src]Struct bevy_math::prelude::Mat4
A 4x4 column major matrix.
This type is 16 byte aligned.
Implementations
impl Mat4
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pub fn zero() -> Mat4
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Creates a 4x4 matrix with all elements set to 0.0
.
pub fn identity() -> Mat4
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Creates a 4x4 identity matrix.
pub fn from_cols(x_axis: Vec4, y_axis: Vec4, z_axis: Vec4, w_axis: Vec4) -> Mat4
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Creates a 4x4 matrix from four column vectors.
pub fn from_cols_array(m: &[f32; 16]) -> Mat4
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Creates a 4x4 matrix from a [f32; 16]
stored in column major order.
If your data is stored in row major you will need to transpose
the
returned matrix.
pub fn to_cols_array(&self) -> [f32; 16]
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Creates a [f32; 16]
storing data in column major order.
If you require data in row major order transpose
the matrix first.
pub fn from_cols_array_2d(m: &[[f32; 4]; 4]) -> Mat4
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Creates a 4x4 matrix from a [[f32; 4]; 4]
stored in column major
order. If your data is in row major order you will need to transpose
the returned matrix.
pub fn to_cols_array_2d(&self) -> [[f32; 4]; 4]
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Creates a [[f32; 4]; 4]
storing data in column major order.
If you require data in row major order transpose
the matrix first.
pub fn from_scale_rotation_translation(
scale: Vec3,
rotation: Quat,
translation: Vec3
) -> Mat4
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scale: Vec3,
rotation: Quat,
translation: Vec3
) -> Mat4
Creates a 4x4 homogeneous transformation matrix from the given scale
,
rotation
and translation
.
pub fn from_rotation_translation(rotation: Quat, translation: Vec3) -> Mat4
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Creates a 4x4 homogeneous transformation matrix from the given translation
.
pub fn to_scale_rotation_translation(&self) -> (Vec3, Quat, Vec3)
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Extracts scale
, rotation
and translation
from self
. The input matrix is expected to
be a 4x4 homogeneous transformation matrix otherwise the output will be invalid.
pub fn from_quat(rotation: Quat) -> Mat4
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Creates a 4x4 homogeneous transformation matrix from the given rotation
.
pub fn from_translation(translation: Vec3) -> Mat4
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Creates a 4x4 homogeneous transformation matrix from the given translation
.
pub fn from_axis_angle(axis: Vec3, angle: f32) -> Mat4
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Creates a 4x4 homogeneous transformation matrix containing a rotation
around a normalized rotation axis
of angle
(in radians).
pub fn from_rotation_ypr(yaw: f32, pitch: f32, roll: f32) -> Mat4
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Creates a 4x4 homogeneous transformation matrix containing a rotation around the given Euler angles (in radians).
pub fn from_rotation_x(angle: f32) -> Mat4
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Creates a 4x4 homogeneous transformation matrix containing a rotation
around the x axis of angle
(in radians).
pub fn from_rotation_y(angle: f32) -> Mat4
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Creates a 4x4 homogeneous transformation matrix containing a rotation
around the y axis of angle
(in radians).
pub fn from_rotation_z(angle: f32) -> Mat4
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Creates a 4x4 homogeneous transformation matrix containing a rotation
around the z axis of angle
(in radians).
pub fn from_scale(scale: Vec3) -> Mat4
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Creates a 4x4 homogeneous transformation matrix containing the given
non-uniform scale
.
pub fn set_x_axis(&mut self, x: Vec4)
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pub fn set_y_axis(&mut self, y: Vec4)
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pub fn set_z_axis(&mut self, z: Vec4)
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pub fn set_w_axis(&mut self, w: Vec4)
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pub fn x_axis(&self) -> Vec4
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pub fn y_axis(&self) -> Vec4
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pub fn z_axis(&self) -> Vec4
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pub fn w_axis(&self) -> Vec4
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pub fn x_axis_mut(&mut self) -> &mut Vec4
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pub fn y_axis_mut(&mut self) -> &mut Vec4
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pub fn z_axis_mut(&mut self) -> &mut Vec4
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pub fn w_axis_mut(&mut self) -> &mut Vec4
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pub fn transpose(&self) -> Mat4
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Returns the transpose of self
.
pub fn determinant(&self) -> f32
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Returns the determinant of self
.
pub fn inverse(&self) -> Mat4
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Returns the inverse of self
.
If the matrix is not invertible the returned matrix will be invalid.
pub fn look_at_lh(eye: Vec3, center: Vec3, up: Vec3) -> Mat4
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pub fn look_at_rh(eye: Vec3, center: Vec3, up: Vec3) -> Mat4
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pub fn perspective_rh_gl(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32,
z_far: f32
) -> Mat4
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fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32,
z_far: f32
) -> Mat4
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
pub fn perspective_lh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32,
z_far: f32
) -> Mat4
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fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32,
z_far: f32
) -> Mat4
Creates a left-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_rh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32,
z_far: f32
) -> Mat4
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fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32,
z_far: f32
) -> Mat4
Creates a right-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_infinite_lh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Mat4
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fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Mat4
Creates an infinite left-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_infinite_reverse_lh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Mat4
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fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Mat4
Creates an infinite left-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_glu_rh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32,
z_far: f32
) -> Mat4
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fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32,
z_far: f32
) -> Mat4
please use Mat4::perspective_rh_gl
instead
pub fn perspective_infinite_rh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Mat4
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fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Mat4
Creates an infinite right-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_infinite_reverse_rh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Mat4
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fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Mat4
Creates an infinite reverse right-handed perspective projection matrix with [0,1] depth range.
pub fn orthographic_rh_gl(
left: f32,
right: f32,
bottom: f32,
top: f32,
near: f32,
far: f32
) -> Mat4
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left: f32,
right: f32,
bottom: f32,
top: f32,
near: f32,
far: f32
) -> Mat4
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
pub fn orthographic_lh(
left: f32,
right: f32,
bottom: f32,
top: f32,
near: f32,
far: f32
) -> Mat4
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left: f32,
right: f32,
bottom: f32,
top: f32,
near: f32,
far: f32
) -> Mat4
Creates a left-handed orthographic projection matrix with [0,1] depth range.
pub fn orthographic_rh(
left: f32,
right: f32,
bottom: f32,
top: f32,
near: f32,
far: f32
) -> Mat4
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left: f32,
right: f32,
bottom: f32,
top: f32,
near: f32,
far: f32
) -> Mat4
Creates a right-handed orthographic projection matrix with [0,1] depth range.
pub fn mul_vec4(&self, other: Vec4) -> Vec4
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pub fn mul_mat4(&self, other: &Mat4) -> Mat4
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Multiplies two 4x4 matrices.
pub fn add_mat4(&self, other: &Mat4) -> Mat4
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pub fn sub_mat4(&self, other: &Mat4) -> Mat4
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pub fn mul_scalar(&self, other: f32) -> Mat4
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pub fn transform_point3(&self, other: Vec3) -> Vec3
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Transforms the given Vec3
as 3D point.
This is the equivalent of multiplying the Vec3
as a Vec4
where w
is 1.0
.
pub fn transform_vector3(&self, other: Vec3) -> Vec3
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Transforms the give Vec3
as 3D vector.
This is the equivalent of multiplying the Vec3
as a Vec4
where w
is 0.0
.
pub fn abs_diff_eq(&self, other: Mat4, max_abs_diff: f32) -> bool
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Returns true if the absolute difference of all elements between self
and other
is less than or equal to max_abs_diff
.
This can be used to compare if two Mat4
's 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 on floating point comparisons see https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/
Trait Implementations
impl Add<Mat4> for Mat4
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type Output = Mat4
The resulting type after applying the +
operator.
fn add(self, other: Mat4) -> Mat4
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impl AsMut<[f32; 16]> for Mat4
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impl AsRef<[f32; 16]> for Mat4
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impl Clone for Mat4
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impl Copy for Mat4
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impl Debug for Mat4
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impl Default for Mat4
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impl<'de> Deserialize<'de> for Mat4
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fn deserialize<D>(
deserializer: D
) -> Result<Mat4, <D as Deserializer<'de>>::Error> where
D: Deserializer<'de>,
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deserializer: D
) -> Result<Mat4, <D as Deserializer<'de>>::Error> where
D: Deserializer<'de>,
impl Display for Mat4
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impl FaceToward for Mat4
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fn face_toward(eye: Vec3, center: Vec3, up: Vec3) -> Self
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impl Mul<Mat4> for Mat4
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type Output = Mat4
The resulting type after applying the *
operator.
fn mul(self, other: Mat4) -> Mat4
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impl Mul<Vec4> for Mat4
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type Output = Vec4
The resulting type after applying the *
operator.
fn mul(self, other: Vec4) -> Vec4
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impl Mul<f32> for Mat4
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type Output = Mat4
The resulting type after applying the *
operator.
fn mul(self, other: f32) -> Mat4
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impl PartialEq<Mat4> for Mat4
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impl PartialOrd<Mat4> for Mat4
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fn partial_cmp(&self, other: &Mat4) -> Option<Ordering>
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fn lt(&self, other: &Mat4) -> bool
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fn le(&self, other: &Mat4) -> bool
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fn gt(&self, other: &Mat4) -> bool
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fn ge(&self, other: &Mat4) -> bool
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impl Serialize for Mat4
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fn serialize<S>(
&self,
serializer: S
) -> Result<<S as Serializer>::Ok, <S as Serializer>::Error> where
S: Serializer,
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&self,
serializer: S
) -> Result<<S as Serializer>::Ok, <S as Serializer>::Error> where
S: Serializer,
impl Sub<Mat4> for Mat4
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Auto Trait Implementations
impl RefUnwindSafe for Mat4
impl Send for Mat4
impl Sync for Mat4
impl Unpin for Mat4
impl UnwindSafe for Mat4
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> DeserializeOwned for T where
T: for<'de> Deserialize<'de>,
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T: for<'de> Deserialize<'de>,
impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T> ToString for T where
T: Display + ?Sized,
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T: Display + ?Sized,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,