Trait rin::graphics::node::NodeMut [−][src]
pub trait NodeMut {}Show methods
pub fn node_mut(&mut self) -> &mut Node; pub fn update_with_parent_parts(
&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 { ... } pub fn look_at(
&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>>
) { ... } pub fn append_orientation(&mut self, rot: &Unit<Quaternion<f32>>) { ... } pub fn tilt(&mut self, angle: Rad<f32>) { ... } pub fn pan(&mut self, angle: Rad<f32>) { ... } pub fn roll(&mut self, angle: Rad<f32>) { ... } pub fn set_scale(
&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>
) { ... } pub fn set_position(&mut self, pos: Point<f32, U3>) { ... } pub fn set_angle_axis(
&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>>) { ... }
Trait to implement by objects that conatain a node and want to expose it’s same api
NodeMut
only exposes the mutable api for a node
Required methods
pub fn node_mut(&mut self) -> &mut Node
[src]
pub fn update_with_parent_parts(
&mut self,
parent_loc: Option<&Node>,
parent_orientation: Option<&Node>,
parent_scale: Option<&Node>
) -> bool
[src]
&mut self,
parent_loc: Option<&Node>,
parent_orientation: Option<&Node>,
parent_scale: Option<&Node>
) -> bool
Updates the internal matrices including the glonal matrices using the optional parent passed as argument and flags
Provided methods
pub fn update_with_parent(&mut self, parent: Option<&Node>) -> bool
[src]
Updates the internal matrices including the glonal matrices using the optional parent passed as argument
pub fn look_at(
&mut self,
at: &Point<f32, U3>,
up: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
) -> Result<(), Error>
[src]
&mut self,
at: &Point<f32, U3>,
up: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
) -> Result<(), Error>
Changes the orientation of the node to look at the passed position using the up vector
pub fn rotate(
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
[src]
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
Rotate this note a certain angle around the axis of rotation
pub fn append_orientation(&mut self, rot: &Unit<Quaternion<f32>>)
[src]
Append the passed quaternion to the current local orientation
pub fn tilt(&mut self, angle: Rad<f32>)
[src]
rotate this node around it’s local x axis
pub fn pan(&mut self, angle: Rad<f32>)
[src]
rotate this node around it’s local y axis
pub fn roll(&mut self, angle: Rad<f32>)
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rotate this node around it’s local z axis
pub fn set_scale(
&mut self,
s: Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
[src]
&mut self,
s: Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
Sets the local scale
pub fn translate(
&mut self,
t: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
[src]
&mut self,
t: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
Append a translation to the current local position
pub fn set_position(&mut self, pos: Point<f32, U3>)
[src]
Sets the local position of this node
pub fn set_angle_axis(
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
[src]
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
Sets the orientation for this node from an angle and axis of rotation
pub fn set_orientation(&mut self, q: Unit<Quaternion<f32>>)
[src]
Sets the orientation for this node from a quaternion
Implementors
impl NodeMut for rin::graphics::Camera
[src]
impl NodeMut for rin::graphics::Camera
[src]pub fn node_mut(&mut self) -> &mut Node
[src]
pub fn update_with_parent_parts(
&mut self,
parent_loc: Option<&Node>,
parent_orientation: Option<&Node>,
parent_scale: Option<&Node>
) -> bool
[src]
&mut self,
parent_loc: Option<&Node>,
parent_orientation: Option<&Node>,
parent_scale: Option<&Node>
) -> bool
pub fn look_at(
&mut self,
at: &Point<f32, U3>,
up: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
) -> Result<(), Error>
[src]
&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>>
)
[src]
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
pub fn append_orientation(&mut self, orientation: &Unit<Quaternion<f32>>)
[src]
pub fn tilt(&mut self, angle: Rad<f32>)
[src]
pub fn pan(&mut self, angle: Rad<f32>)
[src]
pub fn roll(&mut self, angle: Rad<f32>)
[src]
pub fn set_scale(
&mut self,
Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
[src]
&mut self,
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>
)
[src]
&mut self,
t: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
pub fn set_position(&mut self, pos: Point<f32, U3>)
[src]
pub fn set_angle_axis(
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
[src]
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
pub fn set_orientation(&mut self, orientation: Unit<Quaternion<f32>>)
[src]
impl NodeMut for OrthoCamera
[src]
impl NodeMut for OrthoCamera
[src]pub fn node_mut(&mut self) -> &mut Node
[src]
pub fn update_with_parent_parts(
&mut self,
parent_loc: Option<&Node>,
parent_orientation: Option<&Node>,
parent_scale: Option<&Node>
) -> bool
[src]
&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
[src]
pub fn look_at(
&mut self,
at: &Point<f32, U3>,
up: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
) -> Result<(), Error>
[src]
&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>>
)
[src]
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
pub fn append_orientation(&mut self, orientation: &Unit<Quaternion<f32>>)
[src]
pub fn tilt(&mut self, angle: Rad<f32>)
[src]
pub fn pan(&mut self, angle: Rad<f32>)
[src]
pub fn roll(&mut self, angle: Rad<f32>)
[src]
pub fn translate(
&mut self,
t: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
[src]
&mut self,
t: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
pub fn set_position(&mut self, pos: Point<f32, U3>)
[src]
pub fn set_angle_axis(
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
[src]
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
pub fn set_orientation(&mut self, orientation: Unit<Quaternion<f32>>)
[src]
impl<C> NodeMut for rin::scene::Camera<C> where
C: NodeMut,
[src]
impl<C> NodeMut for rin::scene::Camera<C> where
C: NodeMut,
[src]pub fn node_mut(&mut self) -> &mut Node
[src]
pub fn update_with_parent_parts(
&mut self,
parent_loc: Option<&Node>,
parent_orientation: Option<&Node>,
parent_scale: Option<&Node>
) -> bool
[src]
&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
[src]
pub fn look_at(
&mut self,
at: &Point<f32, U3>,
up: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
) -> Result<(), Error>
[src]
&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>>
)
[src]
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
pub fn append_orientation(&mut self, orientation: &Unit<Quaternion<f32>>)
[src]
pub fn tilt(&mut self, angle: Rad<f32>)
[src]
pub fn pan(&mut self, angle: Rad<f32>)
[src]
pub fn roll(&mut self, angle: Rad<f32>)
[src]
pub fn set_scale(
&mut self,
Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
[src]
&mut self,
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>
)
[src]
&mut self,
t: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
pub fn set_position(&mut self, pos: Point<f32, U3>)
[src]
pub fn set_angle_axis(
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
[src]
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
pub fn set_orientation(&mut self, orientation: Unit<Quaternion<f32>>)
[src]
impl<C> NodeMut for ArcballCamera<C> where
C: NodeMut,
[src]
impl<C> NodeMut for ArcballCamera<C> where
C: NodeMut,
[src]pub fn node_mut(&mut self) -> &mut Node
[src]
pub fn update_with_parent_parts(
&mut self,
parent_loc: Option<&Node>,
parent_orientation: Option<&Node>,
parent_scale: Option<&Node>
) -> bool
[src]
&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
[src]
pub fn look_at(
&mut self,
at: &Point<f32, U3>,
up: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
) -> Result<(), Error>
[src]
&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>>
)
[src]
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
pub fn append_orientation(&mut self, orientation: &Unit<Quaternion<f32>>)
[src]
pub fn tilt(&mut self, angle: Rad<f32>)
[src]
pub fn pan(&mut self, angle: Rad<f32>)
[src]
pub fn roll(&mut self, angle: Rad<f32>)
[src]
pub fn set_scale(
&mut self,
Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
[src]
&mut self,
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>
)
[src]
&mut self,
t: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
pub fn set_position(&mut self, pos: Point<f32, U3>)
[src]
pub fn set_angle_axis(
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
[src]
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)