pub enum Transform {
Values {
dest: Point2<f32>,
rotation: f32,
scale: Vector2<f32>,
offset: Point2<f32>,
},
Matrix(ColumnMatrix4<f32>),
}
Expand description
A struct that represents where to put a drawable object.
This can either be a set of individual components, or
a single Matrix4
transform.
Variants§
Values
Fields
offset: Point2<f32>
An offset, which is applied before scaling and rotation happen.
For most objects this works as a relative offset (meaning [0.5,0.5]
is an offset which
centers the object on the destination). These objects are:
Image
,Canvas
,Text
and the sprites inside anInstanceArray
(as long as you’re not making an instanced mesh-draw)
Transform made of individual values
Matrix(ColumnMatrix4<f32>)
Transform made of an arbitrary matrix.
It should represent the final model matrix of the given drawable. This is useful for situations where, for example, you build your own hierarchy system, where you calculate matrices of each hierarchy item and store a calculated world-space model matrix of an item. This lets you implement transform stacks, skeletal animations, etc.
Implementations§
source§impl Transform
impl Transform
sourcepub fn to_matrix(self) -> Self
pub fn to_matrix(self) -> Self
Crunches the transform down to a single matrix, if it’s not one already.
sourcepub fn to_bare_matrix(self) -> ColumnMatrix4<f32>
pub fn to_bare_matrix(self) -> ColumnMatrix4<f32>
Same as to_matrix()
but just returns a bare mint
matrix.