Struct rin::gl::Object [−][src]
pub struct Object<G> { /* fields omitted */ }
A geometry usually as some kind of glin::Vao and a transformations expressed as a Node
Implementations
Trait Implementations
impl<G> NodeMut for Object<G>
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impl<G> NodeMut for Object<G>
[src]pub fn node_mut(&mut self) -> &mut Node
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pub fn update_with_parent_parts(
&mut self,
parent_loc: Option<&Node>,
parent_orientation: Option<&Node>,
parent_scale: Option<&Node>
) -> bool
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&mut self,
parent_loc: Option<&Node>,
parent_orientation: Option<&Node>,
parent_scale: Option<&Node>
) -> bool
pub fn update_with_parent(&mut self, parent: Option<&Node>) -> bool
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pub fn look_at(
&mut self,
at: &Point<f32, U3>,
up: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
) -> Result<(), Error>
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&mut self,
at: &Point<f32, U3>,
up: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
) -> Result<(), Error>
pub fn rotate(
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
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&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
pub fn append_orientation(&mut self, rot: &Unit<Quaternion<f32>>)
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pub fn tilt(&mut self, angle: Rad<f32>)
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pub fn pan(&mut self, angle: Rad<f32>)
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pub fn roll(&mut self, angle: Rad<f32>)
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pub fn set_scale(
&mut self,
s: Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
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&mut self,
s: Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
pub fn translate(
&mut self,
t: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
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&mut self,
t: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
pub fn set_position(&mut self, pos: Point<f32, U3>)
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pub fn set_angle_axis(
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
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&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
pub fn set_orientation(&mut self, q: Unit<Quaternion<f32>>)
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impl<G> NodeRef for Object<G>
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impl<G> NodeRef for Object<G>
[src]pub fn node(&self) -> &Node
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pub fn position(&self) -> Point<f32, U3>
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pub fn orientation(&self) -> Unit<Quaternion<f32>>
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pub fn rotation(&self) -> Rotation<f32, U3>
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pub fn scale(
&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
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&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
pub fn local_x_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
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&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn local_y_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
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&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn local_z_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
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&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn global_x_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
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&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn global_y_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
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&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn global_z_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
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&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn local_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
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&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
pub fn global_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
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&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
pub fn global_position(&self) -> Point<f32, U3>
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pub fn global_orientation(&self) -> Unit<Quaternion<f32>>
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pub fn global_scale(
&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
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&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
pub fn inv_local_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
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&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
pub fn inv_global_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
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&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
Auto Trait Implementations
impl<G> RefUnwindSafe for Object<G> where
G: RefUnwindSafe,
G: RefUnwindSafe,
impl<G> Send for Object<G> where
G: Send,
G: Send,
impl<G> Sync for Object<G> where
G: Sync,
G: Sync,
impl<G> Unpin for Object<G> where
G: Unpin,
G: Unpin,
impl<G> UnwindSafe for Object<G> where
G: UnwindSafe,
G: UnwindSafe,
Blanket Implementations
impl<T> DowncastSync for T where
T: Any + Send + Sync,
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impl<T> DowncastSync for T where
T: Any + Send + Sync,
[src]impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
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pub fn is_in_subset(&self) -> bool
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pub fn to_subset_unchecked(&self) -> SS
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pub fn from_subset(element: &SS) -> SP
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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