[][src]Struct ultraviolet::mat::Mat3

#[repr(C)]
pub struct Mat3 {
    pub cols: [Vec3; 3],
}

A 3x3 square matrix.

Useful for performing linear transformations (rotation, scaling) on 3d vectors, or for performing arbitrary transformations (linear + translation, projection, etc) on homogeneous 2d vectors

Fields

cols: [Vec3; 3]

Methods

impl Mat3[src]

pub fn new(col1: Vec3, col2: Vec3, col3: Vec3) -> Self[src]

pub fn from_scale(scale: f32) -> Self[src]

pub fn from_nonuniform_scale(scale: Vec3) -> Self[src]

pub fn identity() -> Self[src]

pub fn from_euler_angles(roll: f32, pitch: f32, yaw: f32) -> Self[src]

Angles are applied in the order roll -> pitch -> yaw.

  • Yaw is rotation inside the xz plane ("around the y axis")
  • Pitch is rotation inside the yz plane ("around the x axis")
  • Roll is rotation inside the xy plane ("around the z axis")

Important: This function assumes a right-handed, y-up coordinate space where:

  • +X axis points right
  • +Y axis points up
  • +Z axis points towards the viewer (i.e. out of the screen)

This means that you may see unexpected behavior when used with OpenGL or DirectX as they use a different coordinate system. You should use the appropriate projection matrix in projection module to fit your use case to remedy this.

pub fn from_rotation_x(angle: f32) -> Self[src]

Create a new rotation matrix from a rotation "about the x axis". This is here as a convenience function for users coming from other libraries; it is more proper to think of this as a rotation in the yz plane.

Important: This function assumes a right-handed, y-up coordinate space where:

  • +X axis points right
  • +Y axis points up
  • +Z axis points towards the viewer (i.e. out of the screen)

This means that you may see unexpected behavior when used with OpenGL or DirectX as they use a different coordinate system. You should use the appropriate projection matrix in projection module to fit your use case to remedy this.

pub fn from_rotation_y(angle: f32) -> Self[src]

Create a new rotation matrix from a rotation "about the y axis". This is here as a convenience function for users coming from other libraries; it is more proper to think of this as a rotation in the xz plane.

Important: This function assumes a right-handed, y-up coordinate space where:

  • +X axis points right
  • +Y axis points up
  • +Z axis points towards the viewer (i.e. out of the screen)

This means that you may see unexpected behavior when used with OpenGL or DirectX as they use a different coordinate system. You should use the appropriate projection matrix in projection module to fit your use case to remedy this.

pub fn from_rotation_z(angle: f32) -> Self[src]

Create a new rotation matrix from a rotation "about the z axis". This is here as a convenience function for users coming from other libraries; it is more proper to think of this as a rotation in the xy plane.

Important: This function assumes a right-handed, y-up coordinate space where:

  • +X axis points right
  • +Y axis points up
  • +Z axis points towards the viewer (i.e. out of the screen)

This means that you may see unexpected behavior when used with OpenGL or DirectX as they use a different coordinate system. You should use the appropriate projection matrix in projection module to fit your use case to remedy this.

pub fn from_angle_plane(planeangle: Bivec3) -> Self[src]

Construct a rotation matrix given a bivector which defines a plane, rotation orientation, and rotation angle. The bivector defines the plane and orientation, and its magnitude defines the angle of rotation in radians.

This is the equivalent of an axis-angle rotation.

pub fn into_homogeneous(self) -> Mat4[src]

pub fn layout() -> Layout[src]

Trait Implementations

impl From<Rotor3> for Mat3[src]

impl Clone for Mat3[src]

impl Copy for Mat3[src]

impl Debug for Mat3[src]

impl Mul<Mat3> for Mat3[src]

type Output = Self

The resulting type after applying the * operator.

impl Mul<Vec3> for Mat3[src]

type Output = Vec3

The resulting type after applying the * operator.

Auto Trait Implementations

impl Send for Mat3

impl Sync for Mat3

impl Unpin for Mat3

impl UnwindSafe for Mat3

impl RefUnwindSafe for Mat3

Blanket Implementations

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

type Error = !

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.

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

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

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