Trait rin::graphics::NodeRef [−][src]
pub trait NodeRef {}Show methods
pub fn node(&self) -> &Node; pub fn position(&self) -> Point<f32, U3> { ... } pub fn orientation(&self) -> Unit<Quaternion<f32>> { ... } pub fn rotation(&self) -> Rotation<f32, U3> { ... } pub fn scale(
&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>> { ... } pub fn local_y_axis(
&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>> { ... } pub fn global_x_axis(
&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>> { ... } pub fn global_z_axis(
&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> { ... } pub fn global_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer> { ... } pub fn global_position(&self) -> Point<f32, U3> { ... } pub fn global_orientation(&self) -> Unit<Quaternion<f32>> { ... } pub fn global_scale(
&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> { ... } pub fn inv_global_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer> { ... }
Trait to implement by objects that conatain a node and want to expose it’s same api
NodeRef
only exposes the non mutable api for a node
Required methods
Loading content...Provided methods
pub fn position(&self) -> Point<f32, U3>
[src]
Returns the local position of this node
pub fn orientation(&self) -> Unit<Quaternion<f32>>
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Returns the orientation of this node as a quaternion which is how it’s stored internally
pub fn rotation(&self) -> Rotation<f32, U3>
[src]
Returns the orientation of this node as a Rotation3.
This method converts the internal quaternion into a Rotation3
pub fn scale(
&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
[src]
&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
Returns the current local scale
pub fn local_x_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
[src]
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
The node orientation x axis
pub fn local_y_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
[src]
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
The node orientation y axis
pub fn local_z_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
[src]
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
The node orientation z axis
pub fn global_x_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
[src]
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
The node orientation x axis
pub fn global_y_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
[src]
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
The node orientation y axis
pub fn global_z_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
[src]
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
The node orientation z axis
pub fn local_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
[src]
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
Local transformation matrix
pub fn global_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
[src]
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
Global transformation matrix
pub fn global_position(&self) -> Point<f32, U3>
[src]
Global position of this node
pub fn global_orientation(&self) -> Unit<Quaternion<f32>>
[src]
Global orientation of this node
pub fn global_scale(
&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
[src]
&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
Global scale of this node
pub fn inv_local_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
[src]
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
Inverse local transformation of this node
This is cacheed internally and uses the fastest version posible to calculate
the inverse so it’s usually faster than calling local_transformation().try_inverse()
pub fn inv_global_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
[src]
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
Inverse global transformation of this node
This is cacheed internally and uses the fastest version posible to calculate
the inverse so it’s usually faster than calling global_transformation().try_inverse()