Trait rin_graphics::node::NodeRef[][src]

pub trait NodeRef {
Show methods fn node(&self) -> &Node; fn position(&self) -> Pnt3 { ... }
fn orientation(&self) -> UnitQuat { ... }
fn rotation(&self) -> Rotation3<f32> { ... }
fn scale(&self) -> Vec3 { ... }
fn local_x_axis(&self) -> Unit<Vec3> { ... }
fn local_y_axis(&self) -> Unit<Vec3> { ... }
fn local_z_axis(&self) -> Unit<Vec3> { ... }
fn global_x_axis(&self) -> Unit<Vec3> { ... }
fn global_y_axis(&self) -> Unit<Vec3> { ... }
fn global_z_axis(&self) -> Unit<Vec3> { ... }
fn local_transformation(&self) -> Mat4 { ... }
fn global_transformation(&self) -> Mat4 { ... }
fn global_position(&self) -> Pnt3 { ... }
fn global_orientation(&self) -> UnitQuat { ... }
fn global_scale(&self) -> Vec3 { ... }
fn inv_local_transformation(&self) -> Mat4 { ... }
fn inv_global_transformation(&self) -> Mat4 { ... }
}

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

fn node(&self) -> &Node[src]

Returns this object’s Node

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Provided methods

fn position(&self) -> Pnt3[src]

Returns the local position of this node

fn orientation(&self) -> UnitQuat[src]

Returns the orientation of this node as a quaternion which is how it’s stored internally

fn rotation(&self) -> Rotation3<f32>[src]

Returns the orientation of this node as a Rotation3.

This method converts the internal quaternion into a Rotation3

fn scale(&self) -> Vec3[src]

Returns the current local scale

fn local_x_axis(&self) -> Unit<Vec3>[src]

The node orientation x axis

fn local_y_axis(&self) -> Unit<Vec3>[src]

The node orientation y axis

fn local_z_axis(&self) -> Unit<Vec3>[src]

The node orientation z axis

fn global_x_axis(&self) -> Unit<Vec3>[src]

The node orientation x axis

fn global_y_axis(&self) -> Unit<Vec3>[src]

The node orientation y axis

fn global_z_axis(&self) -> Unit<Vec3>[src]

The node orientation z axis

fn local_transformation(&self) -> Mat4[src]

Local transformation matrix

fn global_transformation(&self) -> Mat4[src]

Global transformation matrix

fn global_position(&self) -> Pnt3[src]

Global position of this node

fn global_orientation(&self) -> UnitQuat[src]

Global orientation of this node

fn global_scale(&self) -> Vec3[src]

Global scale of this node

fn inv_local_transformation(&self) -> Mat4[src]

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()

fn inv_global_transformation(&self) -> Mat4[src]

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()

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Implementors

impl NodeRef for Camera[src]

impl NodeRef for Node[src]

impl NodeRef for OrthoCamera[src]

impl<C: NodeRef> NodeRef for ArcballCamera<C>[src]

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