pub struct Transform {
    pub translation: Vector3<f32>,
    pub rotation: UnitQuaternion<f32>,
    pub scale: f32,
}

Fields§

§translation: Vector3<f32>§rotation: UnitQuaternion<f32>§scale: f32

Implementations§

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impl Transform

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pub fn new( translation: Vector3<f32>, rotation: UnitQuaternion<f32>, scale: f32 ) -> Self

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pub fn to_matrices(&self) -> (Matrix4<f32>, Matrix4<f32>)

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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
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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()
    );
}
source

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()
    );
}
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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);
            }
        }
    }
}
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pub fn local_y(&self) -> Unit<Vector3<f32>>

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pub fn local_z(&self) -> Unit<Vector3<f32>>

Trait Implementations§

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impl Clone for Transform

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fn clone(&self) -> Transform

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Transform

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Transform

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for Transform

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl SerializableComponent for Transform

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fn add_into(&self, entity_builder: &mut EntityBuilder)

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impl Serialize for Transform

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl Copy for Transform

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impl<T> Any for Twhere T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for Twhere T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for Twhere T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast for Twhere T: Any,

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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.
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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.
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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.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Sync + Send + 'static>

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for Twhere U: From<T>,

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fn into(self) -> U

Calls U::from(self).

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

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impl<T> Pointable for T

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const ALIGN: usize = mem::align_of::<T>()

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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Dereferences the given pointer. Read more
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Mutably dereferences the given pointer. Read more
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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

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Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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