pub struct Rotor<T>(pub T, pub T, pub T, pub T);Expand description
TODO
Tuple Fields§
§0: T§1: T§2: T§3: TImplementations§
Trait Implementations§
Source§impl<T> From<Quaternion<T>> for Rotor<T>
impl<T> From<Quaternion<T>> for Rotor<T>
Source§fn from(q: Quaternion<T>) -> Self
fn from(q: Quaternion<T>) -> Self
Converts to this type from the input type.
Source§impl<T> From<Rotor<T>> for Quaternion<T>
impl<T> From<Rotor<T>> for Quaternion<T>
Source§impl<T> Rotation<T> for Rotor<T>where
T: Construct<T>,
impl<T> Rotation<T> for Rotor<T>where
T: Construct<T>,
Source§fn look_at_xy(_pos: Vector3<T>, _look_at: Vector3<T>) -> Self
fn look_at_xy(_pos: Vector3<T>, _look_at: Vector3<T>) -> Self
Generate a rotation for an object at a position look at a point.
only uses the X and Y rotation axes to arrive at this result
Z rotation axis Read more
Source§fn look_at_xz(_pos: Vector3<T>, _look_at: Vector3<T>) -> Self
fn look_at_xz(_pos: Vector3<T>, _look_at: Vector3<T>) -> Self
Generate a rotation for an object at a position look at a point.
only uses the X and Z rotation axes to arrive at this result
Z rotation axis Read more
Source§fn look_at_yz(_pos: Vector3<T>, _look_at: Vector3<T>) -> Self
fn look_at_yz(_pos: Vector3<T>, _look_at: Vector3<T>) -> Self
Generate a rotation for an object at a position look at a point.
only uses the Z and Y rotation axes to arrive at this result
Z rotation axis Read more
Source§fn look_at_lock(
_pos: Vector3<T>,
_look_at: Vector3<T>,
_locked_axis: Vector3<T>,
) -> Self
fn look_at_lock( _pos: Vector3<T>, _look_at: Vector3<T>, _locked_axis: Vector3<T>, ) -> Self
Generate a rotation for an object at a position look at a point.
only uses the Z and Y rotation axes to arrive at this result
Z rotation axis Read more
Source§fn camera_look_at_xy(pos: Vector3<T>, look_at: Vector3<T>) -> Self
fn camera_look_at_xy(pos: Vector3<T>, look_at: Vector3<T>) -> Self
Camera Objects look along the -Z axis so the look_at function for a camera object
needs to be modified a little. flipping the pos and the look_at should do the trick.
TODO: finish comments watch out bc z is reversed and things may get wonky Read more
fn camera_look_at_xz(pos: Vector3<T>, look_at: Vector3<T>) -> Self
fn camera_look_at_yz(pos: Vector3<T>, look_at: Vector3<T>) -> Self
fn camera_look_at_lock( pos: Vector3<T>, look_at: Vector3<T>, locked_axis: Vector3<T>, ) -> Self
const X_AXIS: Vector3<T> = _
const Y_AXIS: Vector3<T> = _
const Z_AXIS: Vector3<T> = _
Auto Trait Implementations§
impl<T> Freeze for Rotor<T>where
T: Freeze,
impl<T> RefUnwindSafe for Rotor<T>where
T: RefUnwindSafe,
impl<T> Send for Rotor<T>where
T: Send,
impl<T> Sync for Rotor<T>where
T: Sync,
impl<T> Unpin for Rotor<T>where
T: Unpin,
impl<T> UnwindSafe for Rotor<T>where
T: UnwindSafe,
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