Struct ringraphics::Node [−][src]
pub struct Node { /* fields omitted */ }
Methods
impl Node
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impl Node
pub fn new(pos: Pnt3, orientation: UnitQuat, scale: Vec3) -> Node
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pub fn new(pos: Pnt3, orientation: UnitQuat, scale: Vec3) -> Node
pub fn with_parent(
parent: &Node,
pos: Pnt3,
orientation: UnitQuat,
scale: Vec3
) -> Node
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pub fn with_parent(
parent: &Node,
pos: Pnt3,
orientation: UnitQuat,
scale: Vec3
) -> Node
pub fn identity() -> Node
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pub fn identity() -> Node
pub fn identity_with_parent(parent: &Node) -> Node
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pub fn identity_with_parent(parent: &Node) -> Node
pub fn new_look_at(eye: Pnt3, at: Pnt3, up: Vec3) -> Node
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pub fn new_look_at(eye: Pnt3, at: Pnt3, up: Vec3) -> Node
pub fn with_preparent(
parent_inv: Mat4,
pos: Pnt3,
orientation: UnitQuat,
scale: Vec3
) -> Node
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pub fn with_preparent(
parent_inv: Mat4,
pos: Pnt3,
orientation: UnitQuat,
scale: Vec3
) -> Node
pub fn with_preparent_node(
preparent: &Node,
pos: Pnt3,
orientation: UnitQuat,
scale: Vec3
) -> Node
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pub fn with_preparent_node(
preparent: &Node,
pos: Pnt3,
orientation: UnitQuat,
scale: Vec3
) -> Node
pub fn identity_with_preparent(parent_inv: Mat4) -> Node
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pub fn identity_with_preparent(parent_inv: Mat4) -> Node
pub fn identity_with_preparent_node(preparent: &Node) -> Node
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pub fn identity_with_preparent_node(preparent: &Node) -> Node
pub fn clone_with_preparent(&self, preparent: &Node) -> Node
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pub fn clone_with_preparent(&self, preparent: &Node) -> Node
pub fn set_position(&mut self, pos: &Pnt3)
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pub fn set_position(&mut self, pos: &Pnt3)
pub fn position(&self) -> Pnt3
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pub fn position(&self) -> Pnt3
pub fn preparent(&self) -> Option<Mat4>
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pub fn preparent(&self) -> Option<Mat4>
pub fn set_angle_axis(&mut self, angle: f32, axis: &Vec3)
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pub fn set_angle_axis(&mut self, angle: f32, axis: &Vec3)
pub fn set_orientation(&mut self, q: &UnitQuat)
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pub fn set_orientation(&mut self, q: &UnitQuat)
pub fn orientation(&self) -> UnitQuat
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pub fn orientation(&self) -> UnitQuat
pub fn rotation(&self) -> Rot3
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pub fn rotation(&self) -> Rot3
pub fn look_at(&mut self, at: &Pnt3, up: &Vec3)
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pub fn look_at(&mut self, at: &Pnt3, up: &Vec3)
pub fn look_at_node(&mut self, node: &NodeT, up: &Vec3)
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pub fn look_at_node(&mut self, node: &NodeT, up: &Vec3)
pub fn rotate<A: Angle<f32>>(&mut self, angle: A, axis: &Unit<Vec3>)
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pub fn rotate<A: Angle<f32>>(&mut self, angle: A, axis: &Unit<Vec3>)
pub fn append_rotation(&mut self, rot: &UnitQuat)
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pub fn append_rotation(&mut self, rot: &UnitQuat)
pub fn translate(&mut self, t: &Vec3)
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pub fn translate(&mut self, t: &Vec3)
pub fn scale(&self) -> Vec3
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pub fn scale(&self) -> Vec3
pub fn set_scale(&mut self, s: &Vec3)
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pub fn set_scale(&mut self, s: &Vec3)
pub fn x_axis(&self) -> Unit<Vec3>
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pub fn x_axis(&self) -> Unit<Vec3>
pub fn y_axis(&self) -> Unit<Vec3>
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pub fn y_axis(&self) -> Unit<Vec3>
pub fn z_axis(&self) -> Unit<Vec3>
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pub fn z_axis(&self) -> Unit<Vec3>
pub fn tilt<A: Angle<f32>>(&mut self, angle: A)
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pub fn tilt<A: Angle<f32>>(&mut self, angle: A)
pub fn pan<A: Angle<f32>>(&mut self, angle: A)
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pub fn pan<A: Angle<f32>>(&mut self, angle: A)
pub fn roll<A: Angle<f32>>(&mut self, angle: A)
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pub fn roll<A: Angle<f32>>(&mut self, angle: A)
pub fn local_transformation(&self) -> Mat4
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pub fn local_transformation(&self) -> Mat4
pub fn global_transformation(&self) -> Mat4
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pub fn global_transformation(&self) -> Mat4
pub fn global_position(&self) -> Pnt3
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pub fn global_position(&self) -> Pnt3
pub fn global_orientation(&self) -> UnitQuat
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pub fn global_orientation(&self) -> UnitQuat
pub fn global_scale(&self) -> Vec3
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pub fn global_scale(&self) -> Vec3
pub fn inv_local_transformation(&self) -> Mat4
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pub fn inv_local_transformation(&self) -> Mat4
pub fn inv_global_transformation(&self) -> Mat4
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pub fn inv_global_transformation(&self) -> Mat4
pub fn update_with_parent(&mut self, parent: Option<&Node>) -> bool
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pub fn update_with_parent(&mut self, parent: Option<&Node>) -> bool
pub fn update_with_parent_flags(
&mut self,
parent: Option<&Node>,
flags: Flags
) -> bool
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pub fn update_with_parent_flags(
&mut self,
parent: Option<&Node>,
flags: Flags
) -> bool
Trait Implementations
impl Clone for Node
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impl Clone for Node
fn clone(&self) -> Node
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fn clone(&self) -> Node
Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
1.0.0[src]
fn clone_from(&mut self, source: &Self)
1.0.0
[src]Performs copy-assignment from source
. Read more
impl Copy for Node
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impl Copy for Node
impl NodeT for Node
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impl NodeT for Node
fn node(&self) -> &Node
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fn node(&self) -> &Node
fn node_mut(&mut self) -> &mut Node
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fn node_mut(&mut self) -> &mut Node
fn update_with_parent(&mut self, parent: Option<&Node>) -> bool
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fn update_with_parent(&mut self, parent: Option<&Node>) -> bool
fn update_with_parent_flags(
&mut self,
parent: Option<&Node>,
flags: Flags
) -> bool
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fn update_with_parent_flags(
&mut self,
parent: Option<&Node>,
flags: Flags
) -> bool
fn set_position(&mut self, pos: &Pnt3)
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fn set_position(&mut self, pos: &Pnt3)
fn position(&self) -> Pnt3
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fn position(&self) -> Pnt3
fn set_angle_axis(&mut self, angle: f32, axis: &Vec3)
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fn set_angle_axis(&mut self, angle: f32, axis: &Vec3)
fn set_orientation(&mut self, q: &UnitQuat)
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fn set_orientation(&mut self, q: &UnitQuat)
fn orientation(&self) -> UnitQuat
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fn orientation(&self) -> UnitQuat
fn rotation(&self) -> Rot3
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fn rotation(&self) -> Rot3
fn look_at(&mut self, at: &Pnt3, up: &Vec3)
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fn look_at(&mut self, at: &Pnt3, up: &Vec3)
fn rotate(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>)
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fn rotate(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>)
fn append_rotation(&mut self, rot: &UnitQuat)
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fn append_rotation(&mut self, rot: &UnitQuat)
fn translate(&mut self, t: &Vec3)
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fn translate(&mut self, t: &Vec3)
fn scale(&self) -> Vec3
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fn scale(&self) -> Vec3
fn set_scale(&mut self, s: &Vec3)
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fn set_scale(&mut self, s: &Vec3)
fn x_axis(&self) -> Unit<Vec3>
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fn x_axis(&self) -> Unit<Vec3>
fn y_axis(&self) -> Unit<Vec3>
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fn y_axis(&self) -> Unit<Vec3>
fn z_axis(&self) -> Unit<Vec3>
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fn z_axis(&self) -> Unit<Vec3>
fn tilt(&mut self, angle: Rad<f32>)
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fn tilt(&mut self, angle: Rad<f32>)
fn pan(&mut self, angle: Rad<f32>)
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fn pan(&mut self, angle: Rad<f32>)
fn roll(&mut self, angle: Rad<f32>)
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fn roll(&mut self, angle: Rad<f32>)
fn local_transformation(&self) -> Mat4
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fn local_transformation(&self) -> Mat4
fn global_transformation(&self) -> Mat4
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fn global_transformation(&self) -> Mat4
fn global_position(&self) -> Pnt3
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fn global_position(&self) -> Pnt3
fn global_orientation(&self) -> UnitQuat
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fn global_orientation(&self) -> UnitQuat
fn global_scale(&self) -> Vec3
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fn global_scale(&self) -> Vec3
fn inv_local_transformation(&self) -> Mat4
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fn inv_local_transformation(&self) -> Mat4
fn inv_global_transformation(&self) -> Mat4
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fn inv_global_transformation(&self) -> Mat4
impl Mul<Node> for Node
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impl Mul<Node> for Node
type Output = Node
The resulting type after applying the *
operator.
fn mul(self, right: Node) -> Node
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fn mul(self, right: Node) -> Node
Performs the *
operation.
impl Identity<Multiplicative> for Node
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impl Identity<Multiplicative> for Node
impl From<Node> for Model
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impl From<Node> for Model