Struct tridify_rs::Transform
source · pub struct Transform { /* private fields */ }
Expand description
Representation for position, rotation and scale.
Implementations§
source§impl Transform
impl Transform
pub fn new(position: Vec3, rotation: Quat, scale: Vec3) -> Self
sourcepub fn from_pos(position: Vec3) -> Self
pub fn from_pos(position: Vec3) -> Self
Create transform based only on position. Rotation and scale will have default values.
sourcepub fn from_look_to(eye: Vec3, forward: Vec3, up: Vec3) -> Self
pub fn from_look_to(eye: Vec3, forward: Vec3, up: Vec3) -> Self
Create transform based on position and view direction.
sourcepub fn from_look_at(eye: Vec3, center: Vec3, up: Vec3) -> Self
pub fn from_look_at(eye: Vec3, center: Vec3, up: Vec3) -> Self
Create transform based on position and view point.
Examples found in repository?
examples/texture_cube/main.rs (line 22)
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fn main() -> Result<(), Box<dyn Error>> {
//Create app and main window.
let mut app = Tridify::new();
let window = app.create_window()?;
let gpu_ctx = window.ctx();
//Load texture from path.
let texture = Texture::from_path(
gpu_ctx,
Path::new(r#"D:\Development\Rust Crates\LDrawy\examples\draw_cube\texture.png"#),
);
//Sampler defines how the texture will be rendered in shapes.
let sampler = Sampler::new_default(gpu_ctx);
let camera = Camera::new(
Transform::from_look_at(Vec3::NEG_Z * 10.0 + Vec3::Y * 10.0, Vec3::ZERO, Vec3::Y),
Projection::default(),
);
let mut camera_buf = camera.build_buffer(gpu_ctx);
//Create brush to draw the shapes.
let mut brush = Brush::from_source(
BrushDesc::default(),
gpu_ctx,
include_str!("shader.wgsl").to_string(),
)?;
//Bind camera, sampler and texture to the brush. Make sure group_index and loc_index are the same as
//in the shader.
brush.bind(0, 0, camera_buf.clone());
brush.bind(1, 0, texture);
brush.bind(1, 1, sampler);
//Create and bake a shape batch with a cube in it.
let shape_buffer = ShapeBatch::new()
.add_cube(
Vec3::ZERO,
Quat::from_rotation_x(35.) * Quat::from_rotation_y(35.),
Vec3::ONE * 5.,
Color::WHITE,
)
.bake_buffers(gpu_ctx);
//Setup the window render loop.
window.set_render_loop(move |gpu, frame_ctx| {
let model = Mat4::from_rotation_y(frame_ctx.elapsed_time as f32);
let mvp = camera.build_camera_matrix() * model;
//Updating the gpu buffer will update all brushes binded as well.
camera_buf.write(gpu, bytemuck::cast_slice(&mvp.to_cols_array()));
//Render frame as usual.
let mut pass_builder = gpu.create_render_builder();
let mut render_pass = pass_builder.build_render_pass(RenderOptions::default());
render_pass.render_shapes(gpu, &mut brush, &shape_buffer);
render_pass.finish();
pass_builder.finish_render(gpu);
});
// Start program.
app.start(());
}
pub fn build_matrix(&self) -> Mat4
Trait Implementations§
Auto Trait Implementations§
impl RefUnwindSafe for Transform
impl Send for Transform
impl Sync for Transform
impl Unpin for Transform
impl UnwindSafe for Transform
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
§impl<T> Pointable for T
impl<T> Pointable for T
source§impl<R, P> ReadPrimitive<R> for Pwhere
R: Read + ReadEndian<P>,
P: Default,
impl<R, P> ReadPrimitive<R> for Pwhere R: Read + ReadEndian<P>, P: Default,
source§fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
Read this value from the supplied reader. Same as
ReadEndian::read_from_little_endian()
.