Struct glam::f32::Mat4 [−][src]
#[repr(align(16))]pub struct Mat4(_);
Expand description
A 4x4 column major matrix.
This 4x4 matrix type features convenience methods for creating and using affine transforms and
perspective projections. If you are primarily dealing with 3D affine transformations
condidering using Affine3A which is faster tha a 4x4 matrix for some
affine operations.
Affine transformations including 3D translation, rotation and scale can be created
using methods such as Self::from_translation(), Self::from_quat(),
Self::from_scale() and Self::from_scale_rotation_translation().
Othographic projections can be created using the methods Self::orthographic_lh() for
left-handed coordinate systems and Self::orthographic_rh() for right-handed
systems. The resulting matrix is also an affine transformation.
The Self::transform_point3() and Self::transform_vector3() convenience methods
are provided for performing affine transformations on 3D vectors and points. These
multiply 3D inputs as 4D vectors with an implicit w value of 1 for points and 0
for vectors respectively. These methods assume that Self contains a valid affine
transform.
Perspective projections can be created using methods such as
Self::perspective_lh(), Self::perspective_infinite_lh() and
Self::perspective_infinite_reverse_lh() for left-handed co-ordinate systems and
Self::perspective_rh(), Self::perspective_infinite_rh() and
Self::perspective_infinite_reverse_rh() for right-handed co-ordinate systems.
The resulting perspective project can be use to transform 3D vectors as points with
perspective correction using the Self::project_point3() convenience method.
Implementations
A 4x4 identity matrix, where all diagonal elements are 1, and all off-diagonal elements are 0.
Creates a 4x4 matrix from four column vectors.
Creates a 4x4 matrix from a [S; 16] array stored in column major order.
If your data is stored in row major you will need to transpose the returned
matrix.
Creates a [S; 16] array storing data in column major order.
If you require data in row major order transpose the matrix first.
Creates a 4x4 matrix from a [[S; 4]; 4] 2D array stored in column major order.
If your data is in row major order you will need to transpose the returned
matrix.
Creates a [[S; 4]; 4] 2D array storing data in column major order.
If you require data in row major order transpose the matrix first.
Creates a 4x4 matrix with its diagonal set to diagonal and all other entries set to 0.
pub fn from_scale_rotation_translation(
scale: Vec3,
rotation: Quat,
translation: Vec3
) -> Self[src]
pub fn from_scale_rotation_translation(
scale: Vec3,
rotation: Quat,
translation: Vec3
) -> Self[src]Creates an affine transformation matrix from the given 3D scale, rotation and
translation.
The resulting matrix can be used to transform 3D points and vectors. See
Self::transform_point3() and Self::transform_vector3().
Creates an affine transformation matrix from the given 3D translation.
The resulting matrix can be used to transform 3D points and vectors. See
Self::transform_point3() and Self::transform_vector3().
Extracts scale, rotation and translation from self. The input matrix is
expected to be a 3D affine transformation matrix otherwise the output will be invalid.
Creates an affine transformation matrix from the given rotation quaternion.
The resulting matrix can be used to transform 3D points and vectors. See
Self::transform_point3() and Self::transform_vector3().
Creates an affine transformation matrix from the given 3D translation.
The resulting matrix can be used to transform 3D points and vectors. See
Self::transform_point3() and Self::transform_vector3().
Creates an affine transformation matrix containing a 3D rotation around a normalized
rotation axis of angle (in radians).
The resulting matrix can be used to transform 3D points and vectors. See
Self::transform_point3() and Self::transform_vector3().
Please use from_euler(EulerRot::YXZ, yaw, pitch, roll) instead
Creates a affine transformation matrix containing a rotation from the given euler rotation sequence and angles (in radians).
The resulting matrix can be used to transform 3D points and vectors. See
Self::transform_point3() and Self::transform_vector3().
Creates an affine transformation matrix containing a 3D rotation around the x axis of
angle (in radians).
The resulting matrix can be used to transform 3D points and vectors. See
Self::transform_point3() and Self::transform_vector3().
Creates an affine transformation matrix containing a 3D rotation around the y axis of
angle (in radians).
The resulting matrix can be used to transform 3D points and vectors. See
Self::transform_point3() and Self::transform_vector3().
Creates an affine transformation matrix containing a 3D rotation around the z axis of
angle (in radians).
The resulting matrix can be used to transform 3D points and vectors. See
Self::transform_point3() and Self::transform_vector3().
Creates an affine transformation matrix containing the given 3D non-uniform scale.
The resulting matrix can be used to transform 3D points and vectors. See
Self::transform_point3() and Self::transform_vector3().
Creates a 4x4 matrix from the first 16 values in slice.
Panics
Panics if slice is less than 16 elements long.
Writes the columns of self to the first 16 elements in slice.
Panics
Panics if slice is less than 16 elements long.
Returns true if, and only if, all elements are finite.
If any element is either NaN, positive or negative infinity, this will return false.
Returns the determinant of self.
Returns the inverse of self.
If the matrix is not invertible the returned matrix will be invalid.
Creates a left-handed view matrix using a camera position, an up direction, and a focal
point.
For a view coordinate system with +X=right, +Y=up and +Z=forward.
Creates a right-handed view matrix using a camera position, an up direction, and a focal
point.
For a view coordinate system with +X=right, +Y=up and +Z=back.
Creates a right-handed perspective projection matrix with [-1,1] depth range.
This is the same as the OpenGL gluPerspective function.
See https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml
Creates a left-handed perspective projection matrix with [0,1] depth range.
Creates a right-handed perspective projection matrix with [0,1] depth range.
Creates an infinite left-handed perspective projection matrix with [0,1] depth range.
pub fn perspective_infinite_reverse_lh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Self[src]
pub fn perspective_infinite_reverse_lh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Self[src]Creates an infinite left-handed perspective projection matrix with [0,1] depth range.
Creates an infinite right-handed perspective projection matrix with
[0,1] depth range.
pub fn perspective_infinite_reverse_rh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Self[src]
pub fn perspective_infinite_reverse_rh(
fov_y_radians: f32,
aspect_ratio: f32,
z_near: f32
) -> Self[src]Creates an infinite reverse right-handed perspective projection matrix
with [0,1] depth range.
Creates a right-handed orthographic projection matrix with [-1,1] depth
range. This is the same as the OpenGL glOrtho function in OpenGL.
See
https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml
Creates a left-handed orthographic projection matrix with [0,1] depth range.
Creates a right-handed orthographic projection matrix with [0,1] depth range.
Multiplies this matrix by a scalar value.
Transforms the given 3D vector as a point, applying perspective correction.
This is the equivalent of multiplying the 3D vector as a 4D vector where w is 1.0.
The perspective divide is performed meaning the resulting 3D vector is divided by w.
This method assumes that self contains a projective transform.
Transforms the given 3D vector as a point.
This is the equivalent of multiplying the 3D vector as a 4D vector where w is
1.0.
This method assumes that self contains a valid affine transform. It does not perform
a persective divide, if self contains a perspective transform, or if you are unsure,
the Self::project_point3() method should be used instead.
Transforms the give 3D vector as a direction.
This is the equivalent of multiplying the 3D vector as a 4D vector where w is
0.0.
This method assumes that self contains a valid affine transform.
Returns true if the absolute difference of all elements between self and other
is less than or equal to max_abs_diff.
This can be used to compare if two 4x4 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.
Transforms the given Vec3A as 3D point.
This is the equivalent of multiplying the Vec3A as a 4D vector where w is 1.0.
Transforms the give Vec3A as 3D vector.
This is the equivalent of multiplying the Vec3A as a 4D vector where w is 0.0.
Trait Implementations
Auto Trait Implementations
impl RefUnwindSafe for Mat4impl UnwindSafe for Mat4Blanket Implementations
Mutably borrows from an owned value. Read more