Struct ultraviolet::transform::Isometry3x4[][src]

#[repr(C)]pub struct Isometry3x4 {
    pub translation: Vec3x4,
    pub rotation: Rotor3x4,
}

An Isometry, aka a “rigid body transformation”.

Defined as the combination of a rotation and then a translation.

You may want to us this type over the corresponding type of homogeneous transformation matrix because it will be faster in most operations, especially composition and inverse.

Fields

translation: Vec3x4rotation: Rotor3x4

Implementations

impl Isometry3x4[src]

pub const fn new(translation: Vec3x4, rotation: Rotor3x4) -> Self[src]

pub fn identity() -> Self[src]

pub fn prepend_rotation(&mut self, rotor: Rotor3x4)[src]

Add a rotation before this isometry.

This means the rotation will only affect the rotational part of this isometry, not the translational part.

pub fn append_rotation(&mut self, rotor: Rotor3x4)[src]

Add a rotation after this isometry.

This means the rotation will affect both the rotational and translational parts of this isometry, since it is being applied ‘after’ this isometry’s translational part.

pub fn prepend_translation(&mut self, translation: Vec3x4)[src]

Add a translation before this isometry.

Doing so will mean that the translation being added will get transformed by this isometry’s rotational part.

pub fn append_translation(&mut self, translation: Vec3x4)[src]

Add a translation after this isometry.

Doing so will mean that the translation being added will not transformed by this isometry’s rotational part.

pub fn prepend_isometry(&mut self, other: Self)[src]

Prepend transformation by another isometry.

This means that the transformation being applied will take place before this isometry, i.e. both its translation and rotation will be rotated by this isometry’s rotational part.

pub fn append_isometry(&mut self, other: Self)[src]

Append transformation by another isometry.

This means that the transformation being applied will take place after this isometry, i.e. this isometry’s translation and rotation will be rotated by the other isometry’s rotational part.

pub fn inverse(&mut self)[src]

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

pub fn transform_vec(&self, vec: Vec3x4) -> Vec3x4[src]

pub fn into_homogeneous_matrix(self) -> Mat4x4[src]

Trait Implementations

impl Add<Isometry3x4> for Isometry3x4[src]

type Output = Self

The resulting type after applying the + operator.

impl Clone for Isometry3x4[src]

impl Copy for Isometry3x4[src]

impl Debug for Isometry3x4[src]

impl Default for Isometry3x4[src]

impl Mul<Isometry3x4> for Rotor3x4[src]

type Output = Isometry3x4

The resulting type after applying the * operator.

impl Mul<Isometry3x4> for Isometry3x4[src]

type Output = Self

The resulting type after applying the * operator.

impl Mul<Rotor3x4> for Isometry3x4[src]

type Output = Isometry3x4

The resulting type after applying the * operator.

impl Mul<Vec3x4> for Isometry3x4[src]

type Output = Vec3x4

The resulting type after applying the * operator.

impl Mul<f32x4> for Isometry3x4[src]

type Output = Self

The resulting type after applying the * operator.

impl PartialEq<Isometry3x4> for Isometry3x4[src]

impl StructuralPartialEq for Isometry3x4[src]

Auto Trait Implementations

Blanket Implementations

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

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> ToOwned for T where
    T: Clone
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type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.