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Mint - Math interoperability standard types.

Defines basic math types useful for computer graphics. Designed to serve as an interoperability standard between libraries.

Structs

ColumnMatrix2
ColumnMatrix3
ColumnMatrix4
ColumnMatrix3x2
ColumnMatrix4x3
EuluerAngles

Abstract set of Euler angles in 3D space. The basis of angles is defined by the generic parameter B.

LeftQuaternion

Standard quaternion corresponding to a left-handed rotation matrix. The exact association of the left-handed basis that is encoded by this quaternion and a right-handed one is presented by B (for "basis") generic parameter.

Point2
Point3
Quaternion

Standard quaternion represented by the scalar and vector parts. Useful for representing rotation in 3D space. Corresponds to a right-handed rotation matrix.

RowMatrix2
RowMatrix3
RowMatrix4
RowMatrix2x3
RowMatrix3x4
Vector2
Vector3
Vector4

Enums

ExtraXYZ

Extrinsic rotation around X, then Y, then Z axis.

ExtraZXZ

Extrinsic rotation around Z, then X, then Z axis.

ExtraZYX

Extrinsic rotation around Z, then Y, then X axis.

IntraXYZ

Intrinsic rotation around X, then Y, then Z axis.

IntraZXZ

Intrinsic rotation around Z, then X, then Z axis.

IntraZYX

Intrinsic rotation around Z, then Y, then X axis.

MirrorX

Basis handedness change by mirroring X axis: x',y',z' = -x,y,z

MirrorY

Basis handedness change by mirroring Y axis: x',y',z' = x,-y,z

MirrorZ

Basis handedness change by mirroring Z axis: x',y',z' = x,y,-z

SwapXY

Basis handedness change by swapping X and Y axis: x',y',z' = y,x,z

SwapYZ

Basis handedness change by swapping Y and Z axis: x',y',z' = x,z,y

SwapZX

Basis handedness change by swapping Z and X axis: x',y',z' = z,y,x