[][src]Struct ultraviolet::mat::Wat3

#[repr(C)]
pub struct Wat3 {
    pub cols: [Wec3; 3],
}

Fields

cols: [Wec3; 3]

Methods

impl Wat3[src]

pub fn new(col1: Wec3, col2: Wec3, col3: Wec3) -> Self[src]

pub fn from_translation(trans: Wec2) -> Self[src]

Assumes homogeneous 2d coordinates.

pub fn from_scale_homogeneous(scale: f32x4) -> Self[src]

Assumes homogeneous 2d coordinates.

pub fn from_nonuniform_scale_homogeneous(scale: Wec3) -> Self[src]

Assumes homogeneous 2d coordinates.

pub fn from_rotation_homogeneous(angle: f32x4) -> Self[src]

Builds a homogeneous 2d rotation matrix (in the xy plane) from a given angle in radians.

pub fn from_scale(scale: f32x4) -> Self[src]

pub fn from_nonuniform_scale(scale: Wec3) -> Self[src]

pub fn identity() -> Self[src]

pub fn from_euler_angles(roll: f32x4, pitch: f32x4, yaw: f32x4) -> 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: f32x4) -> 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: f32x4) -> 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: f32x4) -> 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(angle: f32x4, plane: WBivec3) -> Self[src]

Construct a rotation matrix given a bivector which defines a plane and rotation orientation, and a rotation angle.

plane must be normalized!

This is the equivalent of an axis-angle rotation.

pub fn into_homogeneous(self) -> Wat4[src]

pub fn inverse(&mut self)[src]

If this matrix is not currently invertable, this function will return an invalid inverse. This status is not checked by the library.

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

If this matrix is not currently invertable, this function will return an invalid inverse. This status is not checked by the library.

pub fn transpose(&mut self)[src]

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

pub fn layout() -> Layout[src]

pub fn as_slice(&self) -> &[f32x4][src]

pub fn as_component_slice(&self) -> &[Wec3][src]

pub fn as_byte_slice(&self) -> &[u8][src]

pub fn as_mut_slice(&mut self) -> &mut [f32x4][src]

pub fn as_mut_component_slice(&mut self) -> &mut [Wec3][src]

pub fn as_mut_byte_slice(&mut self) -> &mut [u8][src]

pub fn as_ptr(&self) -> *const f32x4[src]

Returns a constant unsafe pointer to the underlying data in the underlying type. This function is safe because all types here are repr(C) and can be represented as their underlying type.

Safety

It is up to the caller to correctly use this pointer and its bounds.

pub fn as_mut_ptr(&mut self) -> *mut f32x4[src]

Returns a mutable unsafe pointer to the underlying data in the underlying type. This function is safe because all types here are repr(C) and can be represented as their underlying type.

Safety

It is up to the caller to correctly use this pointer and its bounds.

Trait Implementations

impl From<[f32x4; 9]> for Wat3[src]

impl<'_> From<&'_ [f32x4; 9]> for Wat3[src]

impl From<WRotor3> for Wat3[src]

impl Clone for Wat3[src]

impl Copy for Wat3[src]

impl Default for Wat3[src]

impl Debug for Wat3[src]

impl Mul<Wat3> for Wat3[src]

type Output = Self

The resulting type after applying the * operator.

impl Mul<Wec3> for Wat3[src]

type Output = Wec3

The resulting type after applying the * operator.

impl Index<usize> for Wat3[src]

type Output = Wec3

The returned type after indexing.

impl IndexMut<usize> for Wat3[src]

Auto Trait Implementations

impl Send for Wat3

impl Sync for Wat3

impl Unpin for Wat3

impl UnwindSafe for Wat3

impl RefUnwindSafe for Wat3

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]