Struct glam::f64::DMat4 [−][src]
#[repr(transparent)]pub struct DMat4(_);
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
condidering using [DAffine3
] which is faster tha 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.
Implementations
impl DMat4
[src]
impl DMat4
[src]pub const IDENTITY: Self
[src]
pub const IDENTITY: Self
[src]A 4x4 identity matrix, where all diagonal elements are 1
, and all off-diagonal elements are 0
.
pub fn from_cols(
x_axis: DVec4,
y_axis: DVec4,
z_axis: DVec4,
w_axis: DVec4
) -> Self
[src]
pub fn from_cols(
x_axis: DVec4,
y_axis: DVec4,
z_axis: DVec4,
w_axis: DVec4
) -> Self
[src]Creates a 4x4 matrix from four column vectors.
pub fn from_cols_array(m: &[f64; 16]) -> Self
[src]
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]
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]
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]
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]
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]
pub fn from_scale_rotation_translation(
scale: DVec3,
rotation: DQuat,
translation: DVec3
) -> Self
[src]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]
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]
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]
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]
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]
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]
Please use from_euler(EulerRot::YXZ, yaw, pitch, roll)
instead
pub fn from_euler(order: EulerRot, a: f64, b: f64, c: f64) -> Self
[src]
pub fn from_euler(order: EulerRot, a: f64, b: f64, c: f64) -> Self
[src]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()
.
pub fn from_rotation_x(angle: f64) -> Self
[src]
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]
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]
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]
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 from_cols_slice(slice: &[f64]) -> Self
[src]
pub fn from_cols_slice(slice: &[f64]) -> Self
[src]Creates a 4x4 matrix from the first 16 values in slice
.
Panics
Panics if slice
is less than 16 elements long.
pub fn write_cols_to_slice(self, slice: &mut [f64])
[src]
pub fn write_cols_to_slice(self, slice: &mut [f64])
[src]Writes the columns of self
to the first 16 elements in slice
.
Panics
Panics if slice
is less than 16 elements long.
pub fn is_finite(&self) -> bool
[src]
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 determinant(&self) -> f64
[src]
pub fn determinant(&self) -> f64
[src]Returns the determinant of self
.
pub fn inverse(&self) -> Self
[src]
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]
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.
For a view coordinate system with +X=right
, +Y=up
and +Z=forward
.
pub fn look_at_rh(eye: DVec3, center: DVec3, up: DVec3) -> Self
[src]
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.
For a view coordinate system with +X=right
, +Y=up
and +Z=back
.
pub fn perspective_rh_gl(
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64,
z_far: f64
) -> Self
[src]
pub fn perspective_rh_gl(
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64,
z_far: f64
) -> Self
[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: f64,
aspect_ratio: f64,
z_near: f64,
z_far: f64
) -> Self
[src]
pub fn perspective_lh(
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64,
z_far: f64
) -> Self
[src]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]
pub fn perspective_rh(
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64,
z_far: f64
) -> Self
[src]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]
pub fn perspective_infinite_lh(
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64
) -> Self
[src]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]
pub fn perspective_infinite_reverse_lh(
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64
) -> Self
[src]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]
pub fn perspective_infinite_rh(
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64
) -> Self
[src]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]
pub fn perspective_infinite_reverse_rh(
fov_y_radians: f64,
aspect_ratio: f64,
z_near: f64
) -> Self
[src]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]
pub fn orthographic_rh_gl(
left: f64,
right: f64,
bottom: f64,
top: f64,
near: f64,
far: f64
) -> Self
[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: f64,
right: f64,
bottom: f64,
top: f64,
near: f64,
far: f64
) -> Self
[src]
pub fn orthographic_lh(
left: f64,
right: f64,
bottom: f64,
top: f64,
near: f64,
far: f64
) -> Self
[src]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]
pub fn orthographic_rh(
left: f64,
right: f64,
bottom: f64,
top: f64,
near: f64,
far: f64
) -> Self
[src]Creates a right-handed orthographic projection matrix with [0,1]
depth range.
pub fn mul_scalar(&self, other: f64) -> Self
[src]
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]
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]
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]
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]
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 Copy 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> BorrowMut<T> for T where
T: ?Sized,
[src]
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]pub fn borrow_mut(&mut self) -> &mut T
[src]
pub fn borrow_mut(&mut self) -> &mut T
[src]Mutably borrows from an owned value. Read more
impl<T> ToOwned for T where
T: Clone,
[src]
impl<T> ToOwned for T where
T: Clone,
[src]type Owned = T
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
[src]
pub fn to_owned(&self) -> T
[src]Creates owned data from borrowed data, usually by cloning. Read more
pub fn clone_into(&self, target: &mut T)
[src]
pub fn clone_into(&self, target: &mut T)
[src]🔬 This is a nightly-only experimental API. (toowned_clone_into
)
recently added
Uses borrowed data to replace owned data, usually by cloning. Read more