logo
pub struct Matrix {
Show 16 fields pub xx: f32, pub yx: f32, pub zx: f32, pub wx: f32, pub xy: f32, pub yy: f32, pub zy: f32, pub wy: f32, pub xz: f32, pub yz: f32, pub zz: f32, pub wz: f32, pub xw: f32, pub yw: f32, pub zw: f32, pub ww: f32,
}

Fields

xx: f32yx: f32zx: f32wx: f32xy: f32yy: f32zy: f32wy: f32xz: f32yz: f32zz: f32wz: f32xw: f32yw: f32zw: f32ww: f32

Implementations

Multiplies self by the given frustum perspective matrix.

left

X position of the left clipping plane where it intersects the near clipping plane

X position of the right clipping plane where it intersects the near clipping plane

bottom

Y position of the bottom clipping plane where it intersects the near clipping plane

top

Y position of the top clipping plane where it intersects the near clipping plane

z_near

The distance to the near clipping plane (Must be positive)

z_far

The distance to the far clipping plane (Must be positive)

Gets the inverse transform of a given matrix and uses it to initialize a new Matrix.

Although the first parameter is annotated as const to indicate that the transform it represents isn’t modified this fn may technically save a copy of the inverse transform within the given Matrix so that subsequent requests for the inverse transform may avoid costly inversion calculations.

inverse

The destination for a 4x4 inverse transformation matrix

Returns

true if the inverse was successfully calculated or false for degenerate transformations that can’t be inverted (in this case the inverse matrix will simply be initialized with the identity matrix)

Initializes self with the contents of array

array

A linear array of 16 floats (column-major order)

Initializes self from a Euler rotation.

euler

A Euler

Initializes self from a Quaternion rotation.

quaternion

A Quaternion

Resets matrix to the identity matrix:

  .xx=1; .xy=0; .xz=0; .xw=0;
  .yx=0; .yy=1; .yz=0; .yw=0;
  .zx=0; .zy=0; .zz=1; .zw=0;
  .wx=0; .wy=0; .wz=0; .ww=1;

Resets matrix to the (tx, ty, tz) translation matrix:

  .xx=1; .xy=0; .xz=0; .xw=tx;
  .yx=0; .yy=1; .yz=0; .yw=ty;
  .zx=0; .zy=0; .zz=1; .zw=tz;
  .wx=0; .wy=0; .wz=0; .ww=1;
tx

x coordinate of the translation vector

ty

y coordinate of the translation vector

tz

z coordinate of the translation vector

Determines if the given matrix is an identity matrix.

Returns

true if self is an identity matrix else false

Applies a view transform self that positions the camera at the coordinate (eye_position_x, eye_position_y, eye_position_z) looking towards an object at the coordinate (object_x, object_y, object_z). The top of the camera is aligned to the given world up vector, which is normally simply (0, 1, 0) to map up to the positive direction of the y axis.

Because there is a lot of missleading documentation online for gluLookAt regarding the up vector we want to try and be a bit clearer here.

The up vector should simply be relative to your world coordinates and does not need to change as you move the eye and object positions. Many online sources may claim that the up vector needs to be perpendicular to the vector between the eye and object position (partly because the man page is somewhat missleading) but that is not necessary for this function.

You should never look directly along the world-up vector.

It is assumed you are using a typical projection matrix where your origin maps to the center of your viewport.

Almost always when you use this fn it should be the first transform applied to a new modelview transform

eye_position_x

The X coordinate to look from

eye_position_y

The Y coordinate to look from

eye_position_z

The Z coordinate to look from

object_x

The X coordinate of the object to look at

object_y

The Y coordinate of the object to look at

object_z

The Z coordinate of the object to look at

world_up_x

The X component of the world’s up direction vector

world_up_y

The Y component of the world’s up direction vector

world_up_z

The Z component of the world’s up direction vector

Multiplies the two supplied matrices together and stores the resulting matrix inside self.

It is possible to multiply the a matrix in-place, so self can be equal to a but can’t be equal to b.

a

A 4x4 transformation matrix

b

A 4x4 transformation matrix

Multiplies self by a parallel projection matrix.

x_1

The x coordinate for the first vertical clipping plane

y_1

The y coordinate for the first horizontal clipping plane

x_2

The x coordinate for the second vertical clipping plane

y_2

The y coordinate for the second horizontal clipping plane

near

The distance to the near clipping plane (will be negative if the plane is behind the viewer)

far

The distance to the far clipping plane (will be negative if the plane is behind the viewer)

Multiplies self by the described perspective matrix

You should be careful not to have to great a z_far / z_near ratio since that will reduce the effectiveness of depth testing since there wont be enough precision to identify the depth of objects near to each other.

fov_y

Vertical field of view angle in degrees.

aspect

The (width over height) aspect ratio for display

z_near

The distance to the near clipping plane (Must be positive, and must not be 0)

z_far

The distance to the far clipping plane (Must be positive)

Multiplies self with a rotation matrix that applies a rotation of angle degrees around the specified 3D vector.

angle

The angle you want to rotate in degrees

x

X component of your rotation vector

y

Y component of your rotation vector

z

Z component of your rotation vector

Multiplies self with a rotation transformation described by the given Euler.

euler

A euler describing a rotation

Multiplies self with a rotation transformation described by the given Quaternion.

quaternion

A quaternion describing a rotation

Multiplies self with a transform matrix that scales along the X, Y and Z axis.

sx

The X scale factor

sy

The Y scale factor

sz

The Z scale factor

Transforms a point whos position is given and returned as four float components.

x

The X component of your points position

y

The Y component of your points position

z

The Z component of your points position

w

The W component of your points position

Multiplies self with a transform matrix that translates along the X, Y and Z axis.

x

The X translation you want to apply

y

The Y translation you want to apply

z

The Z translation you want to apply

Replaces self with its transpose. Ie, every element (i,j) in the new matrix is taken from element (j,i) in the old matrix.

Multiplies self by a view transform that maps the 2D coordinates (0,0) top left and (width_2d,height_2d) bottom right the full viewport size. Geometry at a depth of 0 will now lie on this 2D plane.

Note: this doesn’t multiply the matrix by any projection matrix, but it assumes you have a perspective projection as defined by passing the corresponding arguments to Matrix::frustum.

Toolkits such as Clutter that mix 2D and 3D drawing can use this to create a 2D coordinate system within a 3D perspective projected view frustum.

left

coord of left vertical clipping plane

right

coord of right vertical clipping plane

bottom

coord of bottom horizontal clipping plane

top

coord of top horizontal clipping plane

z_near

The distance to the near clip plane. Never pass 0 and always pass a positive number.

z_2d

The distance to the 2D plane. (Should always be positive and be between z_near and the z_far value that was passed to Matrix::frustum)

width_2d

The width of the 2D coordinate system

height_2d

The height of the 2D coordinate system

Multiplies self by a view transform that maps the 2D coordinates (0,0) top left and (width_2d,height_2d) bottom right the full viewport size. Geometry at a depth of 0 will now lie on this 2D plane.

Note: this doesn’t multiply the matrix by any projection matrix, but it assumes you have a perspective projection as defined by passing the corresponding arguments to Matrix::perspective.

Toolkits such as Clutter that mix 2D and 3D drawing can use this to create a 2D coordinate system within a 3D perspective projected view frustum.

fov_y

A field of view angle for the Y axis

aspect

The ratio of width to height determining the field of view angle for the x axis.

z_near

The distance to the near clip plane. Never pass 0 and always pass a positive number.

z_2d

The distance to the 2D plane. (Should always be positive and be between z_near and the z_far value that was passed to Matrix::frustum)

width_2d

The width of the 2D coordinate system

height_2d

The height of the 2D coordinate system

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

Returns the “default value” for a type. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

This method returns an ordering between self and other values if one exists. Read more

This method tests less than (for self and other) and is used by the < operator. Read more

This method tests less than or equal to (for self and other) and is used by the <= operator. Read more

This method tests greater than (for self and other) and is used by the > operator. Read more

This method tests greater than or equal to (for self and other) and is used by the >= operator. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Typed getter

Inspect the context.

Inspect the context.

Inspect the context.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Convert into color

The alignment of pointer.

The type for initializers.

Initializes a with the given initializer. Read more

Dereferences the given pointer. Read more

Mutably dereferences the given pointer. Read more

Drops the object pointed to by the given pointer. Read more

Sets value as a parameter of self.

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.