pub struct Transform {
pub translation: Vector3<f32>,
pub rotation: UnitQuaternion<f32>,
pub scale: f32,
}
Fields§
§translation: Vector3<f32>
§rotation: UnitQuaternion<f32>
§scale: f32
Implementations§
source§impl Transform
impl Transform
pub fn new( translation: Vector3<f32>, rotation: UnitQuaternion<f32>, scale: f32 ) -> Self
pub fn to_matrices(&self) -> (Matrix4<f32>, Matrix4<f32>)
sourcepub fn from_translation(translation: Vector3<f32>) -> Self
pub fn from_translation(translation: Vector3<f32>) -> Self
Examples found in repository?
examples/serde.rs (line 57)
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fn setup(
mut asset_manager: Write<AssetManager>,
mut cmd: Write<CommandBuffer>,
){
let texture_id = asset_manager.create_texture("assets/uv.jpg", Filter::Nearest);
let mesh = Mesh::load_obj("assets/model.obj").swap_remove(0);
cmd.spawn(ModelBundle {
mesh,
material: asset_manager.create_material(
DefaultMat::builder()
.albedo(texture_id)
.metallic(0.0)
.roughness(1.0)
.build(),
),
transform: Transform::default(),
});
cmd.spawn(CameraBundle{
camera:
Camera::builder()
.is_active(true)
.build(),
transform: Transform::from_translation(Vector3::new(0.0, 0.0, 5.0)),
});
}
More examples
examples/pbr.rs (line 61)
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fn create_scene(
mut cmd: Write<CommandBuffer>,
mut asset_manager: Write<AssetManager>,
){
let diffuse = asset_manager.create_texture("assets/pbr_test/diffuse.jpg", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::plane())
.material(asset_manager.create_material(
DefaultMat::builder()
.albedo(diffuse)
.metallic(0.0)
.roughness(0.5)
.build()
))
.transform(Transform::from_rotation(UnitQuaternion::from_axis_angle(&Vector3::x_axis(), to_radian(-45.0))))
.build()
);
cmd.spawn((
Camera::builder()
.is_active(true)
.camera_type(CameraType::FirstPerson)
.build(),
Transform::from_translation(Vector3::new(0.0, 0.0, 3.0)),
CameraConfiguration {
limit: (-85.0, 85.0),
..Default::default()
},
));
cmd.spawn((
DirectionalLight {
direction: Vector3::new(-1., -1., 0.),
illuminance: [0.5, 0.5, 0.5],
},
));
let sky_tex = asset_manager.create_texture("assets/StandardCubeMap.png", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::load_obj("assets/skybox.obj").swap_remove(0))
.material(
asset_manager.create_material(
DefaultMat::builder()
.albedo(sky_tex)
.build()
)
)
.transform(Transform::default())
.build()
);
}
sourcepub fn from_rotation(rotation: UnitQuaternion<f32>) -> Self
pub fn from_rotation(rotation: UnitQuaternion<f32>) -> Self
Examples found in repository?
examples/pbr.rs (line 52)
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fn create_scene(
mut cmd: Write<CommandBuffer>,
mut asset_manager: Write<AssetManager>,
){
let diffuse = asset_manager.create_texture("assets/pbr_test/diffuse.jpg", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::plane())
.material(asset_manager.create_material(
DefaultMat::builder()
.albedo(diffuse)
.metallic(0.0)
.roughness(0.5)
.build()
))
.transform(Transform::from_rotation(UnitQuaternion::from_axis_angle(&Vector3::x_axis(), to_radian(-45.0))))
.build()
);
cmd.spawn((
Camera::builder()
.is_active(true)
.camera_type(CameraType::FirstPerson)
.build(),
Transform::from_translation(Vector3::new(0.0, 0.0, 3.0)),
CameraConfiguration {
limit: (-85.0, 85.0),
..Default::default()
},
));
cmd.spawn((
DirectionalLight {
direction: Vector3::new(-1., -1., 0.),
illuminance: [0.5, 0.5, 0.5],
},
));
let sky_tex = asset_manager.create_texture("assets/StandardCubeMap.png", Filter::Linear);
cmd.spawn(
ModelBundle::builder()
.mesh(Mesh::load_obj("assets/skybox.obj").swap_remove(0))
.material(
asset_manager.create_material(
DefaultMat::builder()
.albedo(sky_tex)
.build()
)
)
.transform(Transform::default())
.build()
);
}
sourcepub fn local_x(&self) -> Unit<Vector3<f32>>
pub fn local_x(&self) -> Unit<Vector3<f32>>
Examples found in repository?
examples/pbr.rs (line 110)
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fn process_scene(
camera_world: SubWorld<(&Camera, &mut CameraConfiguration, &mut Transform)>,
gui_events: Read<EventHandler<GuiContext>>,
time: Read<Time>,
){
if let Some(ctx) = gui_events.read() {
if let Some(current) = ctx.pointer_hover_pos() {
for (_, (_, mut conf, mut t)) in &mut camera_world.query::<(&Camera, &mut CameraConfiguration, &mut Transform)>(){
let (delta_x, delta_y) = {
if conf.latest_pos == Point2::origin() {
(0.0, 0.0)
} else {
(current.x - conf.latest_pos.x, current.y - conf.latest_pos.y)
}
};
conf.latest_pos = Point2::new(current.x, current.y);
let local_x = t.local_x();
let (tx, ty) = (conf.target_x.clone(), conf.target_y.clone());
conf.target_x += delta_y * 0.0005 * time.delta_time().as_millis() as f32;
conf.target_y -= delta_x * 0.0005 * time.delta_time().as_millis() as f32;
conf.target_x = conf.target_x.clamp(to_radian(conf.limit.0), to_radian(conf.limit.1));
t.rotation *=
UnitQuaternion::from_axis_angle(&local_x, conf.target_x - tx) *
UnitQuaternion::from_axis_angle(&Vector3::y_axis(), conf.target_y - ty);
}
}
}
}
pub fn local_y(&self) -> Unit<Vector3<f32>>
pub fn local_z(&self) -> Unit<Vector3<f32>>
Trait Implementations§
source§impl<'de> Deserialize<'de> for Transform
impl<'de> Deserialize<'de> for Transform
source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where __D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
source§impl SerializableComponent for Transform
impl SerializableComponent for Transform
fn add_into(&self, entity_builder: &mut EntityBuilder)
impl Copy for Transform
Auto Trait Implementations§
impl RefUnwindSafe for Transform
impl Send for Transform
impl Sync for Transform
impl Unpin for Transform
impl UnwindSafe for Transform
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> Instrument for T
impl<T> Instrument for T
source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
§impl<T> Pointable for T
impl<T> Pointable for T
source§impl<R, P> ReadPrimitive<R> for Pwhere
R: Read + ReadEndian<P>,
P: Default,
impl<R, P> ReadPrimitive<R> for Pwhere R: Read + ReadEndian<P>, P: Default,
source§fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
Read this value from the supplied reader. Same as
ReadEndian::read_from_little_endian()
.source§impl<T> Serialize for Twhere
T: Serialize + ?Sized,
impl<T> Serialize for Twhere T: Serialize + ?Sized,
fn erased_serialize(&self, serializer: &mut dyn Serializer) -> Result<Ok, Error>
§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere SS: SubsetOf<SP>,
§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct
self
from the equivalent element of its
superset. Read more§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
Checks if
self
is actually part of its subset T
(and can be converted to it).§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
Use with care! Same as
self.to_subset
but without any property checks. Always succeeds.§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self
to the equivalent element of its superset.