Struct glam::f64::DMat4 [−][src]
A 4x4 column major matrix.
This 4x4 matrix type features convenience methods for creating and using affine transforms and perspective projections.
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::orthgraphic_lh()
] for
right-handed coordinate systems and Self::orthographic_rh()
for left-handed
systems. The resulting matrix is also an affine transformation.
The [Self::transform_point2()
] and [Self::transform_vector2()
] 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.
Implementations
impl DMat4
[src]
pub const ZERO: Self
[src]
A 4x4 matrix with all elements set to 0.0
.
pub const IDENTITY: Self
[src]
A 4x4 identity matrix, where all diagonal elements are 1
, and all off-diagonal elements are 0
.
pub const fn zero() -> Self
[src]
use Mat4::ZERO instead
Creates a 4x4 matrix with all elements set to 0.0
.
pub const fn identity() -> Self
[src]
use Mat4::IDENTITY instead
Creates a 4x4 identity matrix.
pub fn from_cols(
x_axis: DVec4,
y_axis: DVec4,
z_axis: DVec4,
w_axis: DVec4
) -> Self
[src]
x_axis: DVec4,
y_axis: DVec4,
z_axis: DVec4,
w_axis: DVec4
) -> Self
Creates a 4x4 matrix from four column vectors.
pub fn from_cols_array(m: &[f64; 16]) -> Self
[src]
Creates a 4x4 matrix from a [S; 16]
array 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) -> [f64; 16]
[src]
Creates a [S; 16]
array 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: &[[f64; 4]; 4]) -> Self
[src]
Creates a 4x4 matrix from a [[S; 4]; 4]
2D array 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) -> [[f64; 4]; 4]
[src]
Creates a [[S; 4]; 4]
2D array storing data in column major order.
If you require data in row major order transpose
the matrix first.
pub fn from_diagonal(diagonal: DVec4) -> Self
[src]
Creates a 4x4 matrix with its diagonal set to diagonal
and all other entries set to 0.
pub fn from_scale_rotation_translation(
scale: DVec3,
rotation: DQuat,
translation: DVec3
) -> Self
[src]
scale: DVec3,
rotation: DQuat,
translation: DVec3
) -> Self
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()
.
pub fn from_rotation_translation(rotation: DQuat, translation: DVec3) -> Self
[src]
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()
.
pub fn to_scale_rotation_translation(&self) -> (DVec3, DQuat, DVec3)
[src]
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.
pub fn from_quat(rotation: DQuat) -> Self
[src]
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()
.
pub fn from_translation(translation: DVec3) -> Self
[src]
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()
.
pub fn from_axis_angle(axis: DVec3, angle: f64) -> Self
[src]
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()
.
pub fn from_rotation_ypr(yaw: f64, pitch: f64, roll: f64) -> Self
[src]
Creates a affine transformation matrix containing a rotation around the given Euler angles (in radians).
The resulting matrix can be used to transform 3D points and vectors. See
Self::transform_point3()
and Self::transform_vector3()
.
pub fn from_rotation_x(angle: f64) -> Self
[src]
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()
.
pub fn from_rotation_y(angle: f64) -> Self
[src]
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()
.
pub fn from_rotation_z(angle: f64) -> Self
[src]
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()
.
pub fn from_scale(scale: DVec3) -> Self
[src]
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()
.
pub fn is_finite(&self) -> bool
[src]
Returns true
if, and only if, all elements are finite.
If any element is either NaN
, positive or negative infinity, this will return false
.
pub fn is_nan(&self) -> bool
[src]
Returns true
if any elements are NaN
.
pub fn transpose(&self) -> Self
[src]
Returns the transpose of self
.
pub fn determinant(&self) -> f64
[src]
Returns the determinant of self
.
pub fn inverse(&self) -> Self
[src]
Returns the inverse of self
.
If the matrix is not invertible the returned matrix will be invalid.
pub fn look_at_lh(eye: DVec3, center: DVec3, up: DVec3) -> Self
[src]
Creates a left-handed view matrix using a camera position, an up direction, and a focal point.
pub fn look_at_rh(eye: DVec3, center: DVec3, up: DVec3) -> Self
[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: f64,
aspect_ratio: f64,
z_near: f64,
z_far: f64
) -> Self
[src]
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64,
z_far: f64
) -> Self
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: f64,
aspect_ratio: f64,
z_near: f64,
z_far: f64
) -> Self
[src]
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64,
z_far: f64
) -> Self
Creates a left-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_rh(
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64,
z_far: f64
) -> Self
[src]
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64,
z_far: f64
) -> Self
Creates a right-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_infinite_lh(
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64
) -> Self
[src]
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64
) -> Self
Creates an infinite left-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_infinite_reverse_lh(
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64
) -> Self
[src]
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64
) -> Self
Creates an infinite left-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_infinite_rh(
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64
) -> Self
[src]
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64
) -> Self
Creates an infinite right-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_infinite_reverse_rh(
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64
) -> Self
[src]
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64
) -> Self
Creates an infinite reverse right-handed perspective projection matrix with [0,1] depth range.
pub fn orthographic_rh_gl(
left: f64,
right: f64,
bottom: f64,
top: f64,
near: f64,
far: f64
) -> Self
[src]
left: f64,
right: f64,
bottom: f64,
top: f64,
near: f64,
far: f64
) -> Self
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: f64,
right: f64,
bottom: f64,
top: f64,
near: f64,
far: f64
) -> Self
[src]
left: f64,
right: f64,
bottom: f64,
top: f64,
near: f64,
far: f64
) -> Self
Creates a left-handed orthographic projection matrix with [0,1] depth range.
pub fn orthographic_rh(
left: f64,
right: f64,
bottom: f64,
top: f64,
near: f64,
far: f64
) -> Self
[src]
left: f64,
right: f64,
bottom: f64,
top: f64,
near: f64,
far: f64
) -> Self
Creates a right-handed orthographic projection matrix with [0,1] depth range.
pub fn mul_vec4(&self, other: DVec4) -> DVec4
[src]
Transforms a 4D vector.
pub fn mul_mat4(&self, other: &Self) -> Self
[src]
Multiplies two 4x4 matrices.
pub fn add_mat4(&self, other: &Self) -> Self
[src]
Adds two 4x4 matrices.
pub fn sub_mat4(&self, other: &Self) -> Self
[src]
Subtracts two 4x4 matrices.
pub fn mul_scalar(&self, other: f64) -> Self
[src]
Multiplies this matrix by a scalar value.
pub fn project_point3(&self, other: DVec3) -> DVec3
[src]
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.
pub fn transform_point3(&self, other: DVec3) -> DVec3
[src]
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.
pub fn transform_vector3(&self, other: DVec3) -> DVec3
[src]
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.
pub fn abs_diff_eq(&self, other: Self, max_abs_diff: f64) -> 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 4x4 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.
pub fn as_f32(&self) -> Mat4
[src]
Trait Implementations
impl Add<DMat4> for DMat4
[src]
type Output = Self
The resulting type after applying the +
operator.
fn add(self, other: Self) -> Self
[src]
impl AsMut<[f64; 16]> for DMat4
[src]
impl AsRef<[f64; 16]> for DMat4
[src]
impl Clone for DMat4
[src]
impl Copy for DMat4
[src]
impl Debug for DMat4
[src]
impl Default for DMat4
[src]
impl Deref for DMat4
[src]
type Target = Vector4x4<DVec4>
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target
[src]
impl DerefMut for DMat4
[src]
impl Display for DMat4
[src]
impl Mul<DMat4> for DMat4
[src]
type Output = Self
The resulting type after applying the *
operator.
fn mul(self, other: Self) -> Self
[src]
impl Mul<DVec4> for DMat4
[src]
type Output = DVec4
The resulting type after applying the *
operator.
fn mul(self, other: DVec4) -> DVec4
[src]
impl Mul<f64> for DMat4
[src]
type Output = Self
The resulting type after applying the *
operator.
fn mul(self, other: f64) -> Self
[src]
impl PartialEq<DMat4> for DMat4
[src]
impl PartialOrd<DMat4> for DMat4
[src]
fn partial_cmp(&self, other: &Self) -> Option<Ordering>
[src]
#[must_use]pub fn lt(&self, other: &Rhs) -> bool
1.0.0[src]
#[must_use]pub fn le(&self, other: &Rhs) -> bool
1.0.0[src]
#[must_use]pub fn gt(&self, other: &Rhs) -> bool
1.0.0[src]
#[must_use]pub fn ge(&self, other: &Rhs) -> bool
1.0.0[src]
impl<'a> Product<&'a DMat4> for DMat4
[src]
impl Sub<DMat4> for DMat4
[src]
type Output = Self
The resulting type after applying the -
operator.
fn sub(self, other: Self) -> Self
[src]
impl<'a> Sum<&'a DMat4> for DMat4
[src]
Auto Trait Implementations
impl RefUnwindSafe for DMat4
impl Send for DMat4
impl Sync for DMat4
impl Unpin for DMat4
impl UnwindSafe for DMat4
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T> ToOwned for T where
T: Clone,
[src]
T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
[src]
pub fn clone_into(&self, target: &mut T)
[src]
impl<T> ToString for T where
T: Display + ?Sized,
[src]
T: Display + ?Sized,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,