[−][src]Struct ultraviolet::mat::Mat4
A 4x4 square matrix.
Useful for performing linear transformations (rotation, scaling) on 4d vectors, or for performing arbitrary transformations (linear + translation, projection, etc) on homogeneous 3d vectors.
Note that most constructors assume that the matrix will be used as a homogeneous 3d transformation matrix.
Fields
cols: [Vec4; 4]
Methods
impl Mat4
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pub fn new(col1: Vec4, col2: Vec4, col3: Vec4, col4: Vec4) -> Self
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pub fn identity() -> Self
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pub fn from_translation(trans: Vec3) -> Self
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Assumes homogeneous 3d coordinates.
pub fn from_scale(scale: f32) -> Self
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Assumes homogeneous 3d coordinates.
pub fn from_nonuniform_scale(scale: Vec4) -> Self
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Assumes homogeneous 3d coordinates.
pub fn from_euler_angles(roll: f32, pitch: f32, yaw: f32) -> Self
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Angles are applied in the order roll -> pitch -> yaw
- Roll is rotation inside the xy plane ("around the z axis")
- Pitch is rotation inside the yz plane ("around the x axis")
- Yaw is rotation inside the xz plane ("around the y axis")
Assumes homogeneous 3d coordinates.
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
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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.
Assumes homogeneous 3d coordinates.
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
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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.
Assumes homogeneous 3d coordinates.
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
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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.
Assumes homogeneous 3d coordinates.
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: f32, plane: Bivec3) -> Self
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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.
Assumes homogeneous 3d coordinates.
pub fn look_at(eye: Vec3, at: Vec3, up: Vec3) -> Self
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Constructs a 'look-at' matrix from an eye position, a focus position to look towards, and a vector that defines the 'up' direction.
This function assumes a right-handed, y-up coordinate space.
pub fn look_at_lh(eye: Vec3, at: Vec3, up: Vec3) -> Self
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Constructs a 'look-at' matrix from an eye position, a focus position to look towards, and a vector that defines the 'up' direction.
This function assumes a left-handed, y-up coordinate space.
pub fn transpose(&mut self)
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pub fn transposed(&self) -> Self
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pub fn inverse(&mut self)
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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
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If this matrix is not currently invertable, this function will return an invalid inverse. This status is not checked by the library.
pub fn layout() -> Layout
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pub fn as_array(&self) -> &[f32; 16]
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pub fn as_component_array(&self) -> &[Vec4; 4]
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pub fn as_slice(&self) -> &[f32]
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pub fn as_component_slice(&self) -> &[Vec4]
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pub fn as_byte_slice(&self) -> &[u8]
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pub fn as_mut_slice(&mut self) -> &mut [f32]
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pub fn as_mut_component_slice(&mut self) -> &mut [Vec4]
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pub fn as_mut_byte_slice(&mut self) -> &mut [u8]
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pub fn as_ptr(&self) -> *const f32
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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 f32
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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.
impl Mat4
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pub fn translate(&mut self, translation: &Vec3)
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pub fn translated(&self, translation: &Vec3) -> Mat4
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Trait Implementations
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<'_> From<&'_ [f32; 16]> for Mat4
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impl From<[f32; 16]> for Mat4
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impl Index<usize> for Mat4
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type Output = Vec4
The returned type after indexing.
fn index(&self, index: usize) -> &Self::Output
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impl IndexMut<usize> 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.
fn mul(self, rhs: 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.
fn mul(self, rhs: Vec4) -> Vec4
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impl Mul<f32> for Mat4
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Auto Trait Implementations
impl RefUnwindSafe for Mat4
impl Send for Mat4
impl Sync for Mat4
impl Unpin for Mat4
impl UnwindSafe for Mat4
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,
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.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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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.
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>,