Struct bones_framework::prelude::f32::Affine3A
source · #[repr(C)]pub struct Affine3A {
pub matrix3: Mat3A,
pub translation: Vec3A,
}
Expand description
A 3D affine transform, which can represent translation, rotation, scaling and shear.
This type is 16 byte aligned.
Fields§
§matrix3: Mat3A
§translation: Vec3A
Implementations§
source§impl Affine3A
impl Affine3A
sourcepub const ZERO: Affine3A = _
pub const ZERO: Affine3A = _
The degenerate zero transform.
This transforms any finite vector and point to zero. The zero transform is non-invertible.
sourcepub const IDENTITY: Affine3A = _
pub const IDENTITY: Affine3A = _
The identity transform.
Multiplying a vector with this returns the same vector.
sourcepub const fn from_cols(
x_axis: Vec3A,
y_axis: Vec3A,
z_axis: Vec3A,
w_axis: Vec3A,
) -> Affine3A
pub const fn from_cols( x_axis: Vec3A, y_axis: Vec3A, z_axis: Vec3A, w_axis: Vec3A, ) -> Affine3A
Creates an affine transform from three column vectors.
sourcepub fn from_cols_array(m: &[f32; 12]) -> Affine3A
pub fn from_cols_array(m: &[f32; 12]) -> Affine3A
Creates an affine transform from a [f32; 12]
array stored in column major order.
sourcepub fn to_cols_array(&self) -> [f32; 12]
pub fn to_cols_array(&self) -> [f32; 12]
Creates a [f32; 12]
array storing data in column major order.
sourcepub fn from_cols_array_2d(m: &[[f32; 3]; 4]) -> Affine3A
pub fn from_cols_array_2d(m: &[[f32; 3]; 4]) -> Affine3A
Creates an affine transform from a [[f32; 3]; 4]
3D array stored in column major order.
If your data is in row major order you will need to transpose
the returned
matrix.
sourcepub fn to_cols_array_2d(&self) -> [[f32; 3]; 4]
pub fn to_cols_array_2d(&self) -> [[f32; 3]; 4]
Creates a [[f32; 3]; 4]
3D array storing data in
column major order.
If you require data in row major order transpose
the matrix first.
sourcepub fn from_cols_slice(slice: &[f32]) -> Affine3A
pub fn from_cols_slice(slice: &[f32]) -> Affine3A
Creates an affine transform from the first 12 values in slice
.
§Panics
Panics if slice
is less than 12 elements long.
sourcepub fn write_cols_to_slice(self, slice: &mut [f32])
pub fn write_cols_to_slice(self, slice: &mut [f32])
Writes the columns of self
to the first 12 elements in slice
.
§Panics
Panics if slice
is less than 12 elements long.
sourcepub fn from_scale(scale: Vec3) -> Affine3A
pub fn from_scale(scale: Vec3) -> Affine3A
Creates an affine transform that changes scale. Note that if any scale is zero the transform will be non-invertible.
sourcepub fn from_quat(rotation: Quat) -> Affine3A
pub fn from_quat(rotation: Quat) -> Affine3A
Creates an affine transform from the given rotation
quaternion.
sourcepub fn from_axis_angle(axis: Vec3, angle: f32) -> Affine3A
pub fn from_axis_angle(axis: Vec3, angle: f32) -> Affine3A
Creates an affine transform containing a 3D rotation around a normalized
rotation axis
of angle
(in radians).
sourcepub fn from_rotation_x(angle: f32) -> Affine3A
pub fn from_rotation_x(angle: f32) -> Affine3A
Creates an affine transform containing a 3D rotation around the x axis of
angle
(in radians).
sourcepub fn from_rotation_y(angle: f32) -> Affine3A
pub fn from_rotation_y(angle: f32) -> Affine3A
Creates an affine transform containing a 3D rotation around the y axis of
angle
(in radians).
sourcepub fn from_rotation_z(angle: f32) -> Affine3A
pub fn from_rotation_z(angle: f32) -> Affine3A
Creates an affine transform containing a 3D rotation around the z axis of
angle
(in radians).
sourcepub fn from_translation(translation: Vec3) -> Affine3A
pub fn from_translation(translation: Vec3) -> Affine3A
Creates an affine transformation from the given 3D translation
.
sourcepub fn from_mat3(mat3: Mat3) -> Affine3A
pub fn from_mat3(mat3: Mat3) -> Affine3A
Creates an affine transform from a 3x3 matrix (expressing scale, shear and rotation)
sourcepub fn from_mat3_translation(mat3: Mat3, translation: Vec3) -> Affine3A
pub fn from_mat3_translation(mat3: Mat3, translation: Vec3) -> Affine3A
Creates an affine transform from a 3x3 matrix (expressing scale, shear and rotation) and a translation vector.
Equivalent to Affine3A::from_translation(translation) * Affine3A::from_mat3(mat3)
sourcepub fn from_scale_rotation_translation(
scale: Vec3,
rotation: Quat,
translation: Vec3,
) -> Affine3A
pub fn from_scale_rotation_translation( scale: Vec3, rotation: Quat, translation: Vec3, ) -> Affine3A
Creates an affine transform from the given 3D scale
, rotation
and
translation
.
Equivalent to Affine3A::from_translation(translation) * Affine3A::from_quat(rotation) * Affine3A::from_scale(scale)
sourcepub fn from_rotation_translation(rotation: Quat, translation: Vec3) -> Affine3A
pub fn from_rotation_translation(rotation: Quat, translation: Vec3) -> Affine3A
Creates an affine transform from the given 3D rotation
and translation
.
Equivalent to Affine3A::from_translation(translation) * Affine3A::from_quat(rotation)
sourcepub fn from_mat4(m: Mat4) -> Affine3A
pub fn from_mat4(m: Mat4) -> Affine3A
The given Mat4
must be an affine transform,
i.e. contain no perspective transform.
sourcepub fn to_scale_rotation_translation(&self) -> (Vec3, Quat, Vec3)
pub fn to_scale_rotation_translation(&self) -> (Vec3, Quat, Vec3)
Extracts scale
, rotation
and translation
from self
.
The transform is expected to be non-degenerate and without shearing, or the output will be invalid.
§Panics
Will panic if the determinant self.matrix3
is zero or if the resulting scale
vector contains any zero elements when glam_assert
is enabled.
sourcepub fn look_to_lh(eye: Vec3, dir: Vec3, up: Vec3) -> Affine3A
pub fn look_to_lh(eye: Vec3, dir: Vec3, up: Vec3) -> Affine3A
Creates a left-handed view transform using a camera position, an up direction, and a facing direction.
For a view coordinate system with +X=right
, +Y=up
and +Z=forward
.
sourcepub fn look_to_rh(eye: Vec3, dir: Vec3, up: Vec3) -> Affine3A
pub fn look_to_rh(eye: Vec3, dir: Vec3, up: Vec3) -> Affine3A
Creates a right-handed view transform using a camera position, an up direction, and a facing direction.
For a view coordinate system with +X=right
, +Y=up
and +Z=back
.
sourcepub fn look_at_lh(eye: Vec3, center: Vec3, up: Vec3) -> Affine3A
pub fn look_at_lh(eye: Vec3, center: Vec3, up: Vec3) -> Affine3A
Creates a left-handed view transform using a camera position, an up direction, and a focal
point.
For a view coordinate system with +X=right
, +Y=up
and +Z=forward
.
§Panics
Will panic if up
is not normalized when glam_assert
is enabled.
sourcepub fn look_at_rh(eye: Vec3, center: Vec3, up: Vec3) -> Affine3A
pub fn look_at_rh(eye: Vec3, center: Vec3, up: Vec3) -> Affine3A
Creates a right-handed view transform using a camera position, an up direction, and a focal
point.
For a view coordinate system with +X=right
, +Y=up
and +Z=back
.
§Panics
Will panic if up
is not normalized when glam_assert
is enabled.
sourcepub fn transform_point3(&self, rhs: Vec3) -> Vec3
pub fn transform_point3(&self, rhs: Vec3) -> Vec3
Transforms the given 3D points, applying shear, scale, rotation and translation.
sourcepub fn transform_vector3(&self, rhs: Vec3) -> Vec3
pub fn transform_vector3(&self, rhs: Vec3) -> Vec3
Transforms the given 3D vector, applying shear, scale and rotation (but NOT translation).
To also apply translation, use Self::transform_point3()
instead.
sourcepub fn transform_point3a(&self, rhs: Vec3A) -> Vec3A
pub fn transform_point3a(&self, rhs: Vec3A) -> Vec3A
Transforms the given Vec3A
, applying shear, scale, rotation and translation.
sourcepub fn transform_vector3a(&self, rhs: Vec3A) -> Vec3A
pub fn transform_vector3a(&self, rhs: Vec3A) -> Vec3A
Transforms the given Vec3A
, applying shear, scale and rotation (but NOT
translation).
To also apply translation, use Self::transform_point3a()
instead.
sourcepub fn is_finite(&self) -> bool
pub fn is_finite(&self) -> bool
Returns true
if, and only if, all elements are finite.
If any element is either NaN
, positive or negative infinity, this will return
false
.
sourcepub fn abs_diff_eq(&self, rhs: Affine3A, max_abs_diff: f32) -> bool
pub fn abs_diff_eq(&self, rhs: Affine3A, max_abs_diff: f32) -> bool
Returns true if the absolute difference of all elements between self
and rhs
is less than or equal to max_abs_diff
.
This can be used to compare if two 3x4 matrices contain similar elements. It works
best when comparing with a known value. The max_abs_diff
that should be used used
depends on the values being compared against.
For more see comparing floating point numbers.
Trait Implementations§
source§impl<'de> Deserialize<'de> for Affine3A
impl<'de> Deserialize<'de> for Affine3A
source§fn deserialize<D>(
deserializer: D,
) -> Result<Affine3A, <D as Deserializer<'de>>::Error>where
D: Deserializer<'de>,
fn deserialize<D>(
deserializer: D,
) -> Result<Affine3A, <D as Deserializer<'de>>::Error>where
D: Deserializer<'de>,
source§impl MulAssign for Affine3A
impl MulAssign for Affine3A
source§fn mul_assign(&mut self, rhs: Affine3A)
fn mul_assign(&mut self, rhs: Affine3A)
*=
operation. Read moresource§impl PartialEq for Affine3A
impl PartialEq for Affine3A
source§impl Serialize for Affine3A
impl Serialize for Affine3A
source§fn serialize<S>(
&self,
serializer: S,
) -> Result<<S as Serializer>::Ok, <S as Serializer>::Error>where
S: Serializer,
fn serialize<S>(
&self,
serializer: S,
) -> Result<<S as Serializer>::Ok, <S as Serializer>::Error>where
S: Serializer,
impl AnyBitPattern for Affine3A
impl Copy for Affine3A
Auto Trait Implementations§
impl Freeze for Affine3A
impl RefUnwindSafe for Affine3A
impl Send for Affine3A
impl Sync for Affine3A
impl Unpin for Affine3A
impl UnwindSafe for Affine3A
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