[][src]Struct glam::f64::DMat4

#[repr(transparent)]pub struct DMat4(_);

A 4x4 column major matrix.

Implementations

impl DMat4[src]

pub const fn zero() -> Self[src]

Creates a 4x4 matrix with all elements set to 0.0.

pub const fn identity() -> Self[src]

Creates a 4x4 identity matrix.

pub fn from_cols(
    x_axis: DVec4,
    y_axis: DVec4,
    z_axis: DVec4,
    w_axis: DVec4
) -> Self
[src]

Creates a 4x4 matrix from four column vectors.

pub fn from_cols_array(m: &[f64; 16]) -> Self[src]

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) -> [f64; 16][src]

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: &[[f64; 4]; 4]) -> Self[src]

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) -> [[f64; 4]; 4][src]

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: DVec3,
    rotation: DQuat,
    translation: DVec3
) -> Self
[src]

Creates a 4x4 homogeneous transformation matrix from the given scale, rotation and translation.

pub fn from_rotation_translation(rotation: DQuat, translation: DVec3) -> Self[src]

Creates a 4x4 homogeneous transformation matrix from the given translation.

pub fn to_scale_rotation_translation(&self) -> (DVec3, DQuat, DVec3)[src]

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: DQuat) -> Self[src]

Creates a 4x4 homogeneous transformation matrix from the given rotation.

pub fn from_translation(translation: DVec3) -> Self[src]

Creates a 4x4 homogeneous transformation matrix from the given translation.

pub fn from_axis_angle(axis: DVec3, angle: f64) -> Self[src]

Creates a 4x4 homogeneous transformation matrix containing a rotation around a normalized rotation axis of angle (in radians).

pub fn from_rotation_ypr(yaw: f64, pitch: f64, roll: f64) -> Self[src]

Creates a 4x4 homogeneous transformation matrix containing a rotation around the given Euler angles (in radians).

pub fn from_rotation_x(angle: f64) -> Self[src]

Creates a 4x4 homogeneous transformation matrix containing a rotation around the x axis of angle (in radians).

pub fn from_rotation_y(angle: f64) -> Self[src]

Creates a 4x4 homogeneous transformation matrix containing a rotation around the y axis of angle (in radians).

pub fn from_rotation_z(angle: f64) -> Self[src]

Creates a 4x4 homogeneous transformation matrix containing a rotation around the z axis of angle (in radians).

pub fn from_scale(scale: DVec3) -> Self[src]

Creates a 4x4 homogeneous transformation matrix containing the given non-uniform scale.

pub fn is_finite(&self) -> bool[src]

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[src]

Returns true if any elements are NaN.

pub fn transpose(&self) -> Self[src]

Returns the transpose of self.

pub fn determinant(&self) -> f64[src]

Returns the determinant of self.

pub fn inverse(&self) -> Self[src]

Returns the inverse of self.

If the matrix is not invertible the returned matrix will be invalid.

pub fn look_at_lh(eye: DVec3, center: DVec3, up: DVec3) -> Self[src]

Creates a left-handed view matrix using a camera position, an up direction, and a focal point.

pub fn look_at_rh(eye: DVec3, center: DVec3, up: DVec3) -> Self[src]

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: f64,
    aspect_ratio: f64,
    z_near: f64,
    z_far: f64
) -> Self
[src]

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: f64,
    aspect_ratio: f64,
    z_near: f64,
    z_far: f64
) -> Self
[src]

Creates a left-handed perspective projection matrix with [0,1] depth range.

pub fn perspective_rh(
    fov_y_radians: f64,
    aspect_ratio: f64,
    z_near: f64,
    z_far: f64
) -> Self
[src]

Creates a right-handed perspective projection matrix with [0,1] depth range.

pub fn perspective_infinite_lh(
    fov_y_radians: f64,
    aspect_ratio: f64,
    z_near: f64
) -> Self
[src]

Creates an infinite left-handed perspective projection matrix with [0,1] depth range.

pub fn perspective_infinite_reverse_lh(
    fov_y_radians: f64,
    aspect_ratio: f64,
    z_near: f64
) -> Self
[src]

Creates an infinite left-handed perspective projection matrix with [0,1] depth range.

pub fn perspective_infinite_rh(
    fov_y_radians: f64,
    aspect_ratio: f64,
    z_near: f64
) -> Self
[src]

Creates an infinite right-handed perspective projection matrix with [0,1] depth range.

pub fn perspective_infinite_reverse_rh(
    fov_y_radians: f64,
    aspect_ratio: f64,
    z_near: f64
) -> Self
[src]

Creates an infinite reverse right-handed perspective projection matrix with [0,1] depth range.

pub fn orthographic_rh_gl(
    left: f64,
    right: f64,
    bottom: f64,
    top: f64,
    near: f64,
    far: f64
) -> Self
[src]

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: f64,
    right: f64,
    bottom: f64,
    top: f64,
    near: f64,
    far: f64
) -> Self
[src]

Creates a left-handed orthographic projection matrix with [0,1] depth range.

pub fn orthographic_rh(
    left: f64,
    right: f64,
    bottom: f64,
    top: f64,
    near: f64,
    far: f64
) -> Self
[src]

Creates a right-handed orthographic projection matrix with [0,1] depth range.

pub fn mul_vec4(&self, other: DVec4) -> DVec4[src]

Transforms a 4D vector.

pub fn mul_mat4(&self, other: &Self) -> Self[src]

Multiplies two 4x4 matrices.

pub fn add_mat4(&self, other: &Self) -> Self[src]

Adds two 4x4 matrices.

pub fn sub_mat4(&self, other: &Self) -> Self[src]

Subtracts two 4x4 matrices.

pub fn mul_scalar(&self, other: f64) -> Self[src]

Multiplies this matrix by a scalar value.

pub fn transform_point3(&self, other: DVec3) -> DVec3[src]

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: DVec3) -> DVec3[src]

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: f64) -> bool[src]

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 as_f32(&self) -> Mat4[src]

Trait Implementations

impl Add<DMat4> for DMat4[src]

type Output = Self

The resulting type after applying the + operator.

impl AsMut<[f64; 16]> for DMat4[src]

impl AsRef<[f64; 16]> for DMat4[src]

impl Clone for DMat4[src]

impl Copy for DMat4[src]

impl Debug for DMat4[src]

impl Default for DMat4[src]

impl Deref for DMat4[src]

type Target = Vector4x4<DVec4>

The resulting type after dereferencing.

impl DerefMut for DMat4[src]

impl Display for DMat4[src]

impl Mul<DMat4> for DMat4[src]

type Output = Self

The resulting type after applying the * operator.

impl Mul<DVec4> for DMat4[src]

type Output = DVec4

The resulting type after applying the * operator.

impl Mul<f64> for DMat4[src]

type Output = Self

The resulting type after applying the * operator.

impl PartialEq<DMat4> for DMat4[src]

impl PartialOrd<DMat4> for DMat4[src]

impl<'a> Product<&'a DMat4> for DMat4[src]

impl Sub<DMat4> for DMat4[src]

type Output = Self

The resulting type after applying the - operator.

impl<'a> Sum<&'a DMat4> for DMat4[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T> ToString for T where
    T: Display + ?Sized
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.