[−][src]Struct glam::f32::Mat4
A 4x4 column major matrix.
This type is 16 byte aligned if SIMD is available.
Implementations
impl Mat4
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pub const fn zero() -> Self
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Creates a 4x4 matrix with all elements set to 0.0
.
pub const fn identity() -> Self
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Creates a 4x4 identity matrix.
pub fn from_cols(x_axis: Vec4, y_axis: Vec4, z_axis: Vec4, w_axis: Vec4) -> Self
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Creates a 4x4 matrix from four column vectors.
pub fn from_cols_array(m: &[f32; 16]) -> Self
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Creates a 4x4 matrix from a [S; 16]
array stored in column major order.
If your data is stored in row major you will need to transpose
the returned
matrix.
pub fn to_cols_array(&self) -> [f32; 16]
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Creates a [S; 16]
array storing data in column major order.
If you require data in row major order transpose
the matrix first.
pub fn from_cols_array_2d(m: &[[f32; 4]; 4]) -> Self
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Creates a 4x4 matrix from a [[S; 4]; 4]
2D array stored in column major order.
If your data is in row major order you will need to transpose
the returned
matrix.
pub fn to_cols_array_2d(&self) -> [[f32; 4]; 4]
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Creates a [[S; 4]; 4]
2D array storing data in column major order.
If you require data in row major order transpose
the matrix first.
pub fn from_scale_rotation_translation(
scale: Vec3,
rotation: Quat,
translation: Vec3
) -> Self
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scale: Vec3,
rotation: Quat,
translation: Vec3
) -> Self
Creates a 4x4 homogeneous transformation matrix from the given scale
,
rotation
and translation
.
pub fn from_rotation_translation(rotation: Quat, translation: Vec3) -> Self
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Creates a 4x4 homogeneous transformation matrix from the given translation
.
pub fn to_scale_rotation_translation(&self) -> (Vec3, Quat, Vec3)
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Extracts scale
, rotation
and translation
from self
. The input matrix is expected to
be a 4x4 homogeneous transformation matrix otherwise the output will be invalid.
pub fn from_quat(rotation: Quat) -> Self
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Creates a 4x4 homogeneous transformation matrix from the given rotation
.
pub fn from_translation(translation: Vec3) -> Self
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Creates a 4x4 homogeneous transformation matrix from the given translation
.
pub fn from_axis_angle(axis: Vec3, angle: f32) -> Self
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Creates a 4x4 homogeneous transformation matrix containing a rotation
around a normalized rotation axis
of angle
(in radians).
pub fn from_rotation_ypr(yaw: f32, pitch: f32, roll: f32) -> Self
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Creates a 4x4 homogeneous transformation matrix containing a rotation around the given Euler angles (in radians).
pub fn from_rotation_x(angle: f32) -> Self
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Creates a 4x4 homogeneous transformation matrix containing a rotation
around the x axis of angle
(in radians).
pub fn from_rotation_y(angle: f32) -> Self
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Creates a 4x4 homogeneous transformation matrix containing a rotation
around the y axis of angle
(in radians).
pub fn from_rotation_z(angle: f32) -> Self
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Creates a 4x4 homogeneous transformation matrix containing a rotation
around the z axis of angle
(in radians).
pub fn from_scale(scale: Vec3) -> Self
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Creates a 4x4 homogeneous transformation matrix containing the given
non-uniform scale
.
pub fn is_finite(&self) -> bool
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Returns true
if, and only if, all elements are finite.
If any element is either NaN
, positive or negative infinity, this will return false
.
pub fn is_nan(&self) -> bool
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Returns true
if any elements are NaN
.
pub fn transpose(&self) -> Self
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Returns the transpose of self
.
pub fn determinant(&self) -> f32
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Returns the determinant of self
.
pub fn inverse(&self) -> Self
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Returns the inverse of self
.
If the matrix is not invertible the returned matrix will be invalid.
pub fn look_at_lh(eye: Vec3, center: Vec3, up: Vec3) -> Self
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Creates a left-handed view matrix using a camera position, an up direction, and a focal point.
pub fn look_at_rh(eye: Vec3, center: Vec3, up: Vec3) -> Self
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Creates a right-handed view matrix using a camera position, an up direction, and a focal point.
pub fn perspective_rh_gl(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32,
z_far: f32
) -> Self
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fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32,
z_far: f32
) -> Self
Creates a right-handed perspective projection matrix with [-1,1] depth range.
This is the same as the OpenGL gluPerspective
function.
See https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml
pub fn perspective_lh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32,
z_far: f32
) -> Self
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fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32,
z_far: f32
) -> Self
Creates a left-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_rh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32,
z_far: f32
) -> Self
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fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32,
z_far: f32
) -> Self
Creates a right-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_infinite_lh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Self
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fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Self
Creates an infinite left-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_infinite_reverse_lh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Self
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fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Self
Creates an infinite left-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_infinite_rh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Self
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fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Self
Creates an infinite right-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_infinite_reverse_rh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Self
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fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Self
Creates an infinite reverse right-handed perspective projection matrix with [0,1] depth range.
pub fn orthographic_rh_gl(
left: f32,
right: f32,
bottom: f32,
top: f32,
near: f32,
far: f32
) -> Self
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left: f32,
right: f32,
bottom: f32,
top: f32,
near: f32,
far: f32
) -> Self
Creates a right-handed orthographic projection matrix with [-1,1] depth
range. This is the same as the OpenGL glOrtho
function in OpenGL.
See
https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml
pub fn orthographic_lh(
left: f32,
right: f32,
bottom: f32,
top: f32,
near: f32,
far: f32
) -> Self
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left: f32,
right: f32,
bottom: f32,
top: f32,
near: f32,
far: f32
) -> Self
Creates a left-handed orthographic projection matrix with [0,1] depth range.
pub fn orthographic_rh(
left: f32,
right: f32,
bottom: f32,
top: f32,
near: f32,
far: f32
) -> Self
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left: f32,
right: f32,
bottom: f32,
top: f32,
near: f32,
far: f32
) -> Self
Creates a right-handed orthographic projection matrix with [0,1] depth range.
pub fn mul_vec4(&self, other: Vec4) -> Vec4
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Transforms a 4D vector.
pub fn mul_mat4(&self, other: &Self) -> Self
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Multiplies two 4x4 matrices.
pub fn add_mat4(&self, other: &Self) -> Self
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Adds two 4x4 matrices.
pub fn sub_mat4(&self, other: &Self) -> Self
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Subtracts two 4x4 matrices.
pub fn mul_scalar(&self, other: f32) -> Self
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Multiplies this matrix by a scalar value.
pub fn transform_point3(&self, other: Vec3) -> Vec3
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Transforms the given 3D vector as a point.
This is the equivalent of multiplying the 3D vector as a 4D vector where w
is
1.0
. Perspective correction is performed meaning the resulting x
, y
and z
values are divided by w
.
pub fn transform_vector3(&self, other: Vec3) -> Vec3
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Transforms the give 3D vector as a direction.
This is the equivalent of multiplying the 3D vector as a 4D vector where w
is
0.0
.
pub fn abs_diff_eq(&self, other: Self, max_abs_diff: f32) -> bool
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Returns true if the absolute difference of all elements between self
and other
is less than or equal to max_abs_diff
.
This can be used to compare if two 4x4 matrices contain similar elements. It works
best when comparing with a known value. The max_abs_diff
that should be used used
depends on the values being compared against.
For more see comparing floating point numbers.
pub fn transform_point3a(&self, other: Vec3A) -> Vec3A
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Transforms the given Vec3A
as 3D point.
This is the equivalent of multiplying the Vec3A
as a 4D vector where w
is 1.0
.
pub fn transform_vector3a(&self, other: Vec3A) -> Vec3A
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Transforms the give Vec3A
as 3D vector.
This is the equivalent of multiplying the Vec3A
as a 4D vector where w
is 0.0
.
pub fn as_f64(&self) -> DMat4
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Trait Implementations
impl Add<Mat4> for Mat4
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type Output = Self
The resulting type after applying the +
operator.
pub fn add(self, other: Self) -> Self
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impl AsMut<[f32; 16]> for Mat4
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impl AsRef<[f32; 16]> for Mat4
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impl Clone for Mat4
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impl Copy for Mat4
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impl Debug for Mat4
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impl Default for Mat4
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impl Deref for Mat4
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type Target = Vector4x4<Vec4>
The resulting type after dereferencing.
pub fn deref(&self) -> &Self::Target
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impl DerefMut for Mat4
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impl Display for Mat4
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impl Mul<Mat4> for Mat4
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type Output = Self
The resulting type after applying the *
operator.
pub fn mul(self, other: Self) -> Self
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impl Mul<Vec4> for Mat4
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type Output = Vec4
The resulting type after applying the *
operator.
pub fn mul(self, other: Vec4) -> Vec4
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impl Mul<f32> for Mat4
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type Output = Self
The resulting type after applying the *
operator.
pub fn mul(self, other: f32) -> Self
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impl PartialEq<Mat4> for Mat4
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pub fn eq(&self, other: &Self) -> bool
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#[must_use]pub fn ne(&self, other: &Rhs) -> bool
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impl PartialOrd<Mat4> for Mat4
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pub fn partial_cmp(&self, other: &Self) -> Option<Ordering>
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#[must_use]pub fn lt(&self, other: &Rhs) -> bool
1.0.0[src]
#[must_use]pub fn le(&self, other: &Rhs) -> bool
1.0.0[src]
#[must_use]pub fn gt(&self, other: &Rhs) -> bool
1.0.0[src]
#[must_use]pub fn ge(&self, other: &Rhs) -> bool
1.0.0[src]
impl<'a> Product<&'a Mat4> for Mat4
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impl Sub<Mat4> for Mat4
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type Output = Self
The resulting type after applying the -
operator.
pub fn sub(self, other: Self) -> Self
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impl<'a> Sum<&'a Mat4> for Mat4
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Auto Trait Implementations
impl RefUnwindSafe for Mat4
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impl Send for Mat4
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impl Sync for Mat4
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impl Unpin for Mat4
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impl UnwindSafe for Mat4
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Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn clone_into(&self, target: &mut T)
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impl<T> ToString for T where
T: Display + ?Sized,
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T: Display + ?Sized,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,