Trait rin_graphics::node::NodeMut [−][src]
pub trait NodeMut {
Show methods
fn node_mut(&mut self) -> &mut Node;
fn update_with_parent_parts(
&mut self,
parent_loc: Option<&Node>,
parent_orientation: Option<&Node>,
parent_scale: Option<&Node>
) -> bool;
fn update_with_parent(&mut self, parent: Option<&Node>) -> bool { ... }
fn look_at(&mut self, at: &Pnt3, up: &Vec3) -> Result<()> { ... }
fn rotate(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>) { ... }
fn append_orientation(&mut self, rot: &UnitQuat) { ... }
fn tilt(&mut self, angle: Rad<f32>) { ... }
fn pan(&mut self, angle: Rad<f32>) { ... }
fn roll(&mut self, angle: Rad<f32>) { ... }
fn set_scale(&mut self, s: Vec3) { ... }
fn translate(&mut self, t: &Vec3) { ... }
fn set_position(&mut self, pos: Pnt3) { ... }
fn set_angle_axis(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>) { ... }
fn set_orientation(&mut self, q: UnitQuat) { ... }
}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
fn node_mut(&mut self) -> &mut Node[src]
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
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
fn look_at(&mut self, at: &Pnt3, up: &Vec3) -> Result<()>[src]
Changes the orientation of the node to look at the passed position using the up vector
fn rotate(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>)[src]
Rotate this note a certain angle around the axis of rotation
fn append_orientation(&mut self, rot: &UnitQuat)[src]
Append the passed quaternion to the current local orientation
fn tilt(&mut self, angle: Rad<f32>)[src]
rotate this node around it’s local x axis
fn pan(&mut self, angle: Rad<f32>)[src]
rotate this node around it’s local y axis
fn roll(&mut self, angle: Rad<f32>)[src]
rotate this node around it’s local z axis
fn set_scale(&mut self, s: Vec3)[src]
Sets the local scale
fn translate(&mut self, t: &Vec3)[src]
Append a translation to the current local position
fn set_position(&mut self, pos: Pnt3)[src]
Sets the local position of this node
fn set_angle_axis(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>)[src]
Sets the orientation for this node from an angle and axis of rotation
fn set_orientation(&mut self, q: UnitQuat)[src]
Sets the orientation for this node from a quaternion
Implementors
impl NodeMut for Camera[src]
impl NodeMut for Camera[src]fn node_mut(&mut self) -> &mut Node[src]
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
fn look_at(&mut self, at: &Pnt3, up: &Vec3) -> Result<()>[src]
fn rotate(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>)[src]
fn append_orientation(&mut self, orientation: &UnitQuat)[src]
fn tilt(&mut self, angle: Rad<f32>)[src]
fn pan(&mut self, angle: Rad<f32>)[src]
fn roll(&mut self, angle: Rad<f32>)[src]
fn set_scale(&mut self, _: Vec3)[src]
fn translate(&mut self, t: &Vec3)[src]
fn set_position(&mut self, pos: Pnt3)[src]
fn set_angle_axis(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>)[src]
fn set_orientation(&mut self, orientation: UnitQuat)[src]
impl NodeMut for OrthoCamera[src]
impl NodeMut for OrthoCamera[src]fn node_mut(&mut self) -> &mut Node[src]
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
fn update_with_parent(&mut self, parent: Option<&Node>) -> bool[src]
fn look_at(&mut self, at: &Pnt3, up: &Vec3) -> Result<()>[src]
fn rotate(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>)[src]
fn append_orientation(&mut self, orientation: &UnitQuat)[src]
fn tilt(&mut self, angle: Rad<f32>)[src]
fn pan(&mut self, angle: Rad<f32>)[src]
fn roll(&mut self, angle: Rad<f32>)[src]
fn translate(&mut self, t: &Vec3)[src]
fn set_position(&mut self, pos: Pnt3)[src]
fn set_angle_axis(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>)[src]
fn set_orientation(&mut self, orientation: UnitQuat)[src]
impl<C: NodeMut> NodeMut for ArcballCamera<C>[src]
impl<C: NodeMut> NodeMut for ArcballCamera<C>[src]fn node_mut(&mut self) -> &mut Node[src]
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