[][src]Struct bevy_math::Mat4

#[repr(C)]pub struct Mat4 { /* fields omitted */ }

A 4x4 column major matrix.

This type is 16 byte aligned.

Implementations

impl Mat4[src]

pub fn zero() -> Mat4[src]

Creates a 4x4 matrix with all elements set to 0.0.

pub fn identity() -> Mat4[src]

Creates a 4x4 identity matrix.

pub fn from_cols(x_axis: Vec4, y_axis: Vec4, z_axis: Vec4, w_axis: Vec4) -> Mat4[src]

Creates a 4x4 matrix from four column vectors.

pub fn from_cols_array(m: &[f32; 16]) -> Mat4[src]

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][src]

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[src]

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][src]

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
[src]

Creates a 4x4 homogeneous transformation matrix from the given scale, rotation and translation.

pub fn from_rotation_translation(rotation: Quat, translation: Vec3) -> Mat4[src]

Creates a 4x4 homogeneous transformation matrix from the given translation.

pub fn to_scale_rotation_translation(&self) -> (Vec3, Quat, Vec3)[src]

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[src]

Creates a 4x4 homogeneous transformation matrix from the given rotation.

pub fn from_translation(translation: Vec3) -> Mat4[src]

Creates a 4x4 homogeneous transformation matrix from the given translation.

pub fn from_axis_angle(axis: Vec3, angle: f32) -> Mat4[src]

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[src]

Creates a 4x4 homogeneous transformation matrix containing a rotation around the given Euler angles (in radians).

pub fn from_rotation_x(angle: f32) -> Mat4[src]

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[src]

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[src]

Creates a 4x4 homogeneous transformation matrix containing a rotation around the z axis of angle (in radians).

pub fn from_scale(scale: Vec3) -> Mat4[src]

Creates a 4x4 homogeneous transformation matrix containing the given non-uniform scale.

pub fn set_x_axis(&mut self, x: Vec4)[src]

pub fn set_y_axis(&mut self, y: Vec4)[src]

pub fn set_z_axis(&mut self, z: Vec4)[src]

pub fn set_w_axis(&mut self, w: Vec4)[src]

pub fn x_axis(&self) -> Vec4[src]

pub fn y_axis(&self) -> Vec4[src]

pub fn z_axis(&self) -> Vec4[src]

pub fn w_axis(&self) -> Vec4[src]

pub fn x_axis_mut(&mut self) -> &mut Vec4[src]

pub fn y_axis_mut(&mut self) -> &mut Vec4[src]

pub fn z_axis_mut(&mut self) -> &mut Vec4[src]

pub fn w_axis_mut(&mut self) -> &mut Vec4[src]

pub fn transpose(&self) -> Mat4[src]

Returns the transpose of self.

pub fn determinant(&self) -> f32[src]

Returns the determinant of self.

pub fn inverse(&self) -> Mat4[src]

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[src]

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

pub fn look_at_rh(eye: Vec3, center: Vec3, up: Vec3) -> Mat4[src]

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

pub fn perspective_rh_gl(
    fov_y_radians: f32,
    aspect_ratio: f32,
    z_near: f32,
    z_far: f32
) -> Mat4
[src]

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
[src]

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
[src]

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
[src]

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
[src]

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
[src]

👎 Deprecated since 0.8.2:

please use Mat4::perspective_rh_gl instead

pub fn perspective_infinite_rh(
    fov_y_radians: f32,
    aspect_ratio: f32,
    z_near: f32
) -> Mat4
[src]

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
[src]

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
[src]

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
[src]

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
[src]

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

pub fn mul_vec4(&self, other: Vec4) -> Vec4[src]

pub fn mul_mat4(&self, other: &Mat4) -> Mat4[src]

Multiplies two 4x4 matrices.

pub fn add_mat4(&self, other: &Mat4) -> Mat4[src]

pub fn sub_mat4(&self, other: &Mat4) -> Mat4[src]

pub fn mul_scalar(&self, other: f32) -> Mat4[src]

pub fn transform_point3(&self, other: Vec3) -> Vec3[src]

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[src]

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[src]

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[src]

type Output = Mat4

The resulting type after applying the + operator.

impl AsMut<[f32; 16]> for Mat4[src]

impl AsRef<[f32; 16]> for Mat4[src]

impl Clone for Mat4[src]

impl Copy for Mat4[src]

impl Debug for Mat4[src]

impl Default for Mat4[src]

impl<'de> Deserialize<'de> for Mat4[src]

impl Display for Mat4[src]

impl FaceToward for Mat4[src]

impl Mul<Mat4> for Mat4[src]

type Output = Mat4

The resulting type after applying the * operator.

impl Mul<Vec4> for Mat4[src]

type Output = Vec4

The resulting type after applying the * operator.

impl Mul<f32> for Mat4[src]

type Output = Mat4

The resulting type after applying the * operator.

impl PartialEq<Mat4> for Mat4[src]

impl PartialOrd<Mat4> for Mat4[src]

impl Serialize for Mat4[src]

impl StructuralPartialEq for Mat4[src]

impl Sub<Mat4> for Mat4[src]

type Output = Mat4

The resulting type after applying the - operator.

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
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> DeserializeOwned for T where
    T: for<'de> Deserialize<'de>, 
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T> ToString for T where
    T: Display + ?Sized
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.