Struct ultraviolet::mat::Mat3 [−][src]
Expand description
A 3x3 square matrix.
Useful for performing linear transformations (rotation, scaling) on 3d vectors, or for performing arbitrary transformations (linear + translation, projection, etc) on homogeneous 2d vectors
Fields
cols: [Vec3; 3]Implementations
impl Mat3[src]
impl Mat3[src]pub const fn new(col1: Vec3, col2: Vec3, col3: Vec3) -> Self[src]
pub fn from_translation(trans: Vec2) -> Self[src]
pub fn from_translation(trans: Vec2) -> Self[src]Assumes homogeneous 2d coordinates.
pub fn from_scale_homogeneous(scale: f32) -> Self[src]
pub fn from_scale_homogeneous(scale: f32) -> Self[src]Assumes homogeneous 2d coordinates.
pub fn from_nonuniform_scale_homogeneous(scale: Vec2) -> Self[src]
pub fn from_nonuniform_scale_homogeneous(scale: Vec2) -> Self[src]Assumes homogeneous 2d coordinates.
pub fn from_rotation_homogeneous(angle: f32) -> Self[src]
pub fn from_rotation_homogeneous(angle: f32) -> Self[src]Builds a homogeneous 2d rotation matrix (in the xy plane) from a given angle in radians.
pub fn from_scale(scale: f32) -> Self[src]
pub fn from_nonuniform_scale(scale: Vec3) -> Self[src]
pub fn identity() -> Self[src]
pub fn from_euler_angles(roll: f32, pitch: f32, yaw: f32) -> Self[src]
pub fn from_euler_angles(roll: f32, pitch: f32, yaw: f32) -> 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: f32) -> Self[src]
pub fn from_rotation_x(angle: f32) -> Self[src]Create a new rotation matrix from a rotation “around 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: f32) -> Self[src]
pub fn from_rotation_y(angle: f32) -> Self[src]Create a new rotation matrix from a rotation “around 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: f32) -> Self[src]
pub fn from_rotation_z(angle: f32) -> Self[src]Create a new rotation matrix from a rotation “around 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_rotation_around(axis: Vec3, angle: f32) -> Self[src]
pub fn from_rotation_around(axis: Vec3, angle: f32) -> Self[src]Create a new rotation matrix from a rotation around the given axis. This is here as a convenience function for users coming from other libraries.
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[src]
pub fn from_angle_plane(angle: f32, plane: Bivec3) -> 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) -> Mat4[src]
pub fn determinant(&self) -> f32[src]
pub fn adjugate(&self) -> Self[src]
pub fn adjugate(&self) -> Self[src]The adjugate of this matrix, i.e. the transpose of the cofactor matrix.
This is equivalent to the inverse but without dividing by the determinant of the matrix, which can be useful in some contexts for better performance.
One such case is when this matrix is interpreted as a a homogeneous transformation matrix, in which case uniform scaling will not affect the resulting projected 3d version of transformed points or vectors.
pub fn inverse(&mut self)[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]
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 transform_vec2(&self, vec: Vec2) -> Vec2[src]
pub fn transform_vec2(&self, vec: Vec2) -> Vec2[src]Transform a Vec2 by self, interpreting it as a vector.
pub fn transform_point2(&self, point: Vec2) -> Vec2[src]
pub fn transform_point2(&self, point: Vec2) -> Vec2[src]Transform a Vec2 by self, interpreting it as a point.
pub fn layout() -> Layout[src]
pub fn as_array(&self) -> &[f32; 9][src]
pub fn as_component_array(&self) -> &[Vec3; 3][src]
pub fn as_slice(&self) -> &[f32][src]
pub fn as_component_slice(&self) -> &[Vec3][src]
pub fn as_byte_slice(&self) -> &[u8][src]
pub fn as_mut_slice(&mut self) -> &mut [f32][src]
pub fn as_mut_component_slice(&mut self) -> &mut [Vec3][src]
pub fn as_mut_byte_slice(&mut self) -> &mut [u8][src]
pub const fn as_ptr(&self) -> *const f32[src]
pub const fn as_ptr(&self) -> *const f32[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 f32[src]
pub fn as_mut_ptr(&mut self) -> *mut f32[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.
impl Mat3[src]
impl Mat3[src]pub fn into_rotor3(self) -> Rotor3[src]
pub fn into_rotor3(self) -> Rotor3[src]If self is a rotation matrix, return a Rotor3 representing the same rotation.
If self is not a rotation matrix, the returned value is a Rotor3 with undefied
properties. The fact that self is a rotation matrix is not checked by the
library.
Trait Implementations
impl AddAssign<Mat3> for Mat3[src]
impl AddAssign<Mat3> for Mat3[src]fn add_assign(&mut self, rhs: Mat3)[src]
fn add_assign(&mut self, rhs: Mat3)[src]Performs the += operation. Read more
impl<'de> Deserialize<'de> for Mat3[src]
impl<'de> Deserialize<'de> for Mat3[src]fn deserialize<D>(deserializer: D) -> Result<Self, D::Error> where
D: Deserializer<'de>, [src]
fn deserialize<D>(deserializer: D) -> Result<Self, D::Error> where
D: Deserializer<'de>, [src]Deserialize this value from the given Serde deserializer. Read more
impl From<ColumnMatrix3<f32>> for Mat3[src]
impl From<ColumnMatrix3<f32>> for Mat3[src]fn from(v: ColumnMatrix3<f32>) -> Self[src]
fn from(v: ColumnMatrix3<f32>) -> Self[src]Performs the conversion.
impl Copy for Mat3[src]
impl Pod for Mat3[src]
impl StructuralPartialEq for Mat3[src]
Auto Trait Implementations
impl RefUnwindSafe for Mat3
impl Send for Mat3
impl Sync for Mat3
impl Unpin for Mat3
impl UnwindSafe for Mat3
Blanket Implementations
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]pub fn borrow_mut(&mut self) -> &mut T[src]
pub fn borrow_mut(&mut self) -> &mut T[src]Mutably borrows from an owned value. Read more
impl<T> ToOwned for T where
T: Clone, [src]
impl<T> ToOwned for T where
T: Clone, [src]type Owned = T
type Owned = TThe resulting type after obtaining ownership.
pub fn to_owned(&self) -> T[src]
pub fn to_owned(&self) -> T[src]Creates owned data from borrowed data, usually by cloning. Read more
pub fn clone_into(&self, target: &mut T)[src]
pub fn clone_into(&self, target: &mut T)[src]🔬 This is a nightly-only experimental API. (toowned_clone_into)
recently added
Uses borrowed data to replace owned data, usually by cloning. Read more
impl<T> DeserializeOwned for T where
T: for<'de> Deserialize<'de>, [src]
T: for<'de> Deserialize<'de>,