Struct siege_math::matrix::Mat3
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#[repr(C)]pub struct Mat3<F> { pub x: Vec3<F>, pub y: Vec3<F>, pub z: Vec3<F>, }
A 3x3 matrix
This matrix is internally stored column-major (as that is better for GPU compatibility and possibly other reasons), but the API (e.g. the order of function parameters to the new() function) is row-major, since that is how people write matrices on paper.
Fields
x: Vec3<F>
y: Vec3<F>
z: Vec3<F>
Methods
impl<F: FullFloat> Mat3<F>
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pub fn new(
r0c0: F,
r0c1: F,
r0c2: F,
r1c0: F,
r1c1: F,
r1c2: F,
r2c0: F,
r2c1: F,
r2c2: F
) -> Mat3<F>
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r0c0: F,
r0c1: F,
r0c2: F,
r1c0: F,
r1c1: F,
r1c2: F,
r2c0: F,
r2c1: F,
r2c2: F
) -> Mat3<F>
Create a new 3x3 Matrix. Specify parameters in row-major order (as typically written on paper and in math texts)
pub fn from_cols(x: Vec3<F>, y: Vec3<F>, z: Vec3<F>) -> Mat3<F>
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impl<F: FullFloat> Mat3<F>
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impl<F: FullFloat> Mat3<F>
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impl<F: FullFloat> Mat3<F>
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impl<F: FullFloat> Mat3<F>
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impl<F: FullFloat> Mat3<F>
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pub fn is_diagonal(&self) -> bool
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impl<F: FullFloat> Mat3<F>
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pub fn is_symmetric(&self) -> bool
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impl<F: FullFloat> Mat3<F>
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pub fn is_skew_symmetric(&self) -> bool
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impl<F: FullFloat> Mat3<F>
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pub fn from_angle_x(theta: Angle<F>) -> Mat3<F>
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pub fn from_angle_y(theta: Angle<F>) -> Mat3<F>
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pub fn from_angle_z(theta: Angle<F>) -> Mat3<F>
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impl<F: FullFloat> Mat3<F>
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pub fn rotate_axis_angle(axis: Direction3<F>, theta: Angle<F>) -> Mat3<F>
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impl<F: FullFloat> Mat3<F>
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pub fn reflect_origin_plane(a: Direction3<F>) -> Mat3<F>
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Reflection matrix
impl<F: FullFloat> Mat3<F>
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pub fn involve_origin_plane(a: Direction3<F>) -> Mat3<F>
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Involution matrix
impl<F: FullFloat> Mat3<F>
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impl<F: FullFloat> Mat3<F>
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pub fn scale_in_direction(s: F, a: Direction3<F>) -> Mat3<F>
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Scale along vector
impl<F: FullFloat> Mat3<F>
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pub fn skew(angle: Angle<F>, a: Direction3<F>, proj: Direction3<F>) -> Mat3<F>
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Skew by give given angle in the given direction a, based on the projected length along the proj direction. direction and proj MUST BE PERPENDICULAR or else results are undefined.
impl<F: FullFloat> Mat3<F>
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Trait Implementations
impl<F: Debug> Debug for Mat3<F>
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fn fmt(&self, __arg_0: &mut Formatter) -> Result
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Formats the value using the given formatter. Read more
impl<F: Clone> Clone for Mat3<F>
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fn clone(&self) -> Mat3<F>
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Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
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Performs copy-assignment from source
. Read more
impl<F: Copy> Copy for Mat3<F>
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impl<F: PartialEq> PartialEq for Mat3<F>
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fn eq(&self, __arg_0: &Mat3<F>) -> bool
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This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, __arg_0: &Mat3<F>) -> bool
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This method tests for !=
.
impl<F: Eq> Eq for Mat3<F>
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impl<F: Hash> Hash for Mat3<F>
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fn hash<__HF: Hasher>(&self, __arg_0: &mut __HF)
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Feeds this value into the given [Hasher
]. Read more
fn hash_slice<H>(data: &[Self], state: &mut H) where
H: Hasher,
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H: Hasher,
Feeds a slice of this type into the given [Hasher
]. Read more
impl<F: FullFloat> Index<(usize, usize)> for Mat3<F>
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type Output = F
The returned type after indexing.
fn index(&self, (row, col): (usize, usize)) -> &F
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Performs the indexing (container[index]
) operation.
impl<F: FullFloat> IndexMut<(usize, usize)> for Mat3<F>
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fn index_mut(&mut self, (row, col): (usize, usize)) -> &mut F
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Performs the mutable indexing (container[index]
) operation.
impl<F: FullFloat> Default for Mat3<F>
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impl<'a, 'b, F: FullFloat> Add<&'b Mat3<F>> for &'a Mat3<F>
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type Output = Mat3<F>
The resulting type after applying the +
operator.
fn add(self, rhs: &Mat3<F>) -> Mat3<F>
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Performs the +
operation.
impl<'a, F: FullFloat> Mul<F> for &'a Mat3<F>
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type Output = Mat3<F>
The resulting type after applying the *
operator.
fn mul(self, rhs: F) -> Mat3<F>
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Performs the *
operation.
impl<'a, 'b, F: FullFloat> Mul<&'b Mat3<F>> for &'a Mat3<F>
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type Output = Mat3<F>
The resulting type after applying the *
operator.
fn mul(self, rhs: &Mat3<F>) -> Mat3<F>
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Performs the *
operation.
impl<'a, 'b, F: FullFloat> Mul<&'a Vec3<F>> for &'b Mat3<F>
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type Output = Vec3<F>
The resulting type after applying the *
operator.
fn mul(self, rhs: &Vec3<F>) -> Vec3<F>
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Performs the *
operation.
impl<'a, 'b, F: FullFloat> Mul<&'a Mat3<F>> for &'a Vec3<F>
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type Output = Vec3<F>
The resulting type after applying the *
operator.
fn mul(self, rhs: &Mat3<F>) -> Vec3<F>
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Performs the *
operation.
impl From<Mat3<f32>> for Mat3<f64>
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impl From<Mat3<f64>> for Mat3<f32>
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impl<F: FullFloat> ApproxEq for Mat3<F>
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type Flt = F
fn approx_eq(
&self,
other: &Self,
epsilon: <F as ApproxEq>::Flt,
ulps: <<F as ApproxEq>::Flt as Ulps>::U
) -> bool
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&self,
other: &Self,
epsilon: <F as ApproxEq>::Flt,
ulps: <<F as ApproxEq>::Flt as Ulps>::U
) -> bool
This method tests for self
and other
values to be approximately equal using two methods: epsilon and ulps. If the values differ by less than the given epsilon, they will be considered equal. If the values differ by more than epsilon, but by less than the given ulps, they will also be considered equal. Otherwise they are unequal. Read more
fn approx_ne(
&self,
other: &Self,
epsilon: Self::Flt,
ulps: <Self::Flt as Ulps>::U
) -> bool
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&self,
other: &Self,
epsilon: Self::Flt,
ulps: <Self::Flt as Ulps>::U
) -> bool
This method tests for self
and other
values to be not approximately equal using two methods: epsilon and ulps. If the values differ by less than the given epsilon, they will be considered equal. If the values differ by more than epsilon, but by less than the given ulps, they will also be considered equal. Otherwise they are unequal. Read more