Struct bevy::math::prelude::Mat4

source ·
#[repr(C)]
pub struct Mat4 { pub x_axis: Vec4, pub y_axis: Vec4, pub z_axis: Vec4, pub w_axis: Vec4, }
Expand description

A 4x4 column major matrix.

This 4x4 matrix type features convenience methods for creating and using affine transforms and perspective projections. If you are primarily dealing with 3D affine transformations considering using Affine3A which is faster than a 4x4 matrix for some affine operations.

Affine transformations including 3D translation, rotation and scale can be created using methods such as Self::from_translation(), Self::from_quat(), Self::from_scale() and Self::from_scale_rotation_translation().

Orthographic projections can be created using the methods Self::orthographic_lh() for left-handed coordinate systems and Self::orthographic_rh() for right-handed systems. The resulting matrix is also an affine transformation.

The Self::transform_point3() and Self::transform_vector3() convenience methods are provided for performing affine transformations on 3D vectors and points. These multiply 3D inputs as 4D vectors with an implicit w value of 1 for points and 0 for vectors respectively. These methods assume that Self contains a valid affine transform.

Perspective projections can be created using methods such as Self::perspective_lh(), Self::perspective_infinite_lh() and Self::perspective_infinite_reverse_lh() for left-handed co-ordinate systems and Self::perspective_rh(), Self::perspective_infinite_rh() and Self::perspective_infinite_reverse_rh() for right-handed co-ordinate systems.

The resulting perspective project can be use to transform 3D vectors as points with perspective correction using the Self::project_point3() convenience method.

Fields§

§x_axis: Vec4§y_axis: Vec4§z_axis: Vec4§w_axis: Vec4

Implementations§

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impl Mat4

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pub const ZERO: Mat4 = _

A 4x4 matrix with all elements set to 0.0.

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pub const IDENTITY: Mat4 = _

A 4x4 identity matrix, where all diagonal elements are 1, and all off-diagonal elements are 0.

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pub const NAN: Mat4 = _

All NAN:s.

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pub const fn from_cols( x_axis: Vec4, y_axis: Vec4, z_axis: Vec4, w_axis: Vec4, ) -> Mat4

Creates a 4x4 matrix from four column vectors.

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pub const fn from_cols_array(m: &[f32; 16]) -> Mat4

Creates a 4x4 matrix from a [f32; 16] array stored in column major order. If your data is stored in row major you will need to transpose the returned matrix.

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pub const fn to_cols_array(&self) -> [f32; 16]

Creates a [f32; 16] array storing data in column major order. If you require data in row major order transpose the matrix first.

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pub const fn from_cols_array_2d(m: &[[f32; 4]; 4]) -> Mat4

Creates a 4x4 matrix from a [[f32; 4]; 4] 4D array stored in column major order. If your data is in row major order you will need to transpose the returned matrix.

Examples found in repository?
examples/3d/irradiance_volumes.rs (lines 56-61)
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static VOXEL_FROM_WORLD: Mat4 = Mat4::from_cols_array_2d(&[
    [-42.317566, 0.0, 0.0, 0.0],
    [0.0, 0.0, 44.601563, 0.0],
    [0.0, 16.73776, 0.0, 0.0],
    [0.0, 6.544792, 0.0, 1.0],
]);
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pub const fn to_cols_array_2d(&self) -> [[f32; 4]; 4]

Creates a [[f32; 4]; 4] 4D array storing data in column major order. If you require data in row major order transpose the matrix first.

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pub const fn from_diagonal(diagonal: Vec4) -> Mat4

Creates a 4x4 matrix with its diagonal set to diagonal and all other entries set to 0.

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pub fn from_scale_rotation_translation( scale: Vec3, rotation: Quat, translation: Vec3, ) -> Mat4

Creates an affine transformation matrix from the given 3D scale, rotation and translation.

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

§Panics

Will panic if rotation is not normalized when glam_assert is enabled.

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pub fn from_rotation_translation(rotation: Quat, translation: Vec3) -> Mat4

Creates an affine transformation matrix from the given 3D translation.

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

§Panics

Will panic if rotation is not normalized when glam_assert is enabled.

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pub fn to_scale_rotation_translation(&self) -> (Vec3, Quat, Vec3)

Extracts scale, rotation and translation from self. The input matrix is expected to be a 3D affine transformation matrix otherwise the output will be invalid.

§Panics

Will panic if the determinant of self is zero or if the resulting scale vector contains any zero elements when glam_assert is enabled.

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pub fn from_quat(rotation: Quat) -> Mat4

Creates an affine transformation matrix from the given rotation quaternion.

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

§Panics

Will panic if rotation is not normalized when glam_assert is enabled.

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pub fn from_mat3(m: Mat3) -> Mat4

Creates an affine transformation matrix from the given 3x3 linear transformation matrix.

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

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pub fn from_mat3a(m: Mat3A) -> Mat4

Creates an affine transformation matrix from the given 3x3 linear transformation matrix.

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

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pub fn from_translation(translation: Vec3) -> Mat4

Creates an affine transformation matrix from the given 3D translation.

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

Examples found in repository?
examples/animation/custom_skinned_mesh.rs (line 52)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut skinned_mesh_inverse_bindposes_assets: ResMut<Assets<SkinnedMeshInverseBindposes>>,
) {
    // Create a camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });

    // Create inverse bindpose matrices for a skeleton consists of 2 joints
    let inverse_bindposes = skinned_mesh_inverse_bindposes_assets.add(vec![
        Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
        Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
    ]);

    // Create a mesh
    let mesh = Mesh::new(
        PrimitiveTopology::TriangleList,
        RenderAssetUsages::RENDER_WORLD,
    )
    // Set mesh vertex positions
    .with_inserted_attribute(
        Mesh::ATTRIBUTE_POSITION,
        vec![
            [0.0, 0.0, 0.0],
            [1.0, 0.0, 0.0],
            [0.0, 0.5, 0.0],
            [1.0, 0.5, 0.0],
            [0.0, 1.0, 0.0],
            [1.0, 1.0, 0.0],
            [0.0, 1.5, 0.0],
            [1.0, 1.5, 0.0],
            [0.0, 2.0, 0.0],
            [1.0, 2.0, 0.0],
        ],
    )
    // Set mesh vertex normals
    .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 10])
    // Set mesh vertex joint indices for mesh skinning.
    // Each vertex gets 4 indices used to address the `JointTransforms` array in the vertex shader
    //  as well as `SkinnedMeshJoint` array in the `SkinnedMesh` component.
    // This means that a maximum of 4 joints can affect a single vertex.
    .with_inserted_attribute(
        Mesh::ATTRIBUTE_JOINT_INDEX,
        // Need to be explicit here as [u16; 4] could be either Uint16x4 or Unorm16x4.
        VertexAttributeValues::Uint16x4(vec![
            [0, 0, 0, 0],
            [0, 0, 0, 0],
            [0, 1, 0, 0],
            [0, 1, 0, 0],
            [0, 1, 0, 0],
            [0, 1, 0, 0],
            [0, 1, 0, 0],
            [0, 1, 0, 0],
            [0, 1, 0, 0],
            [0, 1, 0, 0],
        ]),
    )
    // Set mesh vertex joint weights for mesh skinning.
    // Each vertex gets 4 joint weights corresponding to the 4 joint indices assigned to it.
    // The sum of these weights should equal to 1.
    .with_inserted_attribute(
        Mesh::ATTRIBUTE_JOINT_WEIGHT,
        vec![
            [1.00, 0.00, 0.0, 0.0],
            [1.00, 0.00, 0.0, 0.0],
            [0.75, 0.25, 0.0, 0.0],
            [0.75, 0.25, 0.0, 0.0],
            [0.50, 0.50, 0.0, 0.0],
            [0.50, 0.50, 0.0, 0.0],
            [0.25, 0.75, 0.0, 0.0],
            [0.25, 0.75, 0.0, 0.0],
            [0.00, 1.00, 0.0, 0.0],
            [0.00, 1.00, 0.0, 0.0],
        ],
    )
    // Tell bevy to construct triangles from a list of vertex indices,
    //  where each 3 vertex indices form an triangle.
    .with_inserted_indices(Indices::U16(vec![
        0, 1, 3, 0, 3, 2, 2, 3, 5, 2, 5, 4, 4, 5, 7, 4, 7, 6, 6, 7, 9, 6, 9, 8,
    ]));

    let mesh = meshes.add(mesh);

    // We're seeding the PRNG here to make this example deterministic for testing purposes.
    // This isn't strictly required in practical use unless you need your app to be deterministic.
    let mut rng = ChaCha8Rng::seed_from_u64(42);

    for i in -5..5 {
        // Create joint entities
        let joint_0 = commands
            .spawn(TransformBundle::from(Transform::from_xyz(
                i as f32 * 1.5,
                0.0,
                i as f32 * 0.1,
            )))
            .id();
        let joint_1 = commands
            .spawn((AnimatedJoint, TransformBundle::IDENTITY))
            .id();

        // Set joint_1 as a child of joint_0.
        commands.entity(joint_0).push_children(&[joint_1]);

        // Each joint in this vector corresponds to each inverse bindpose matrix in `SkinnedMeshInverseBindposes`.
        let joint_entities = vec![joint_0, joint_1];

        // Create skinned mesh renderer. Note that its transform doesn't affect the position of the mesh.
        commands.spawn((
            PbrBundle {
                mesh: mesh.clone(),
                material: materials.add(Color::srgb(
                    rng.gen_range(0.0..1.0),
                    rng.gen_range(0.0..1.0),
                    rng.gen_range(0.0..1.0),
                )),
                ..default()
            },
            SkinnedMesh {
                inverse_bindposes: inverse_bindposes.clone(),
                joints: joint_entities,
            },
        ));
    }
}
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pub fn from_axis_angle(axis: Vec3, angle: f32) -> Mat4

Creates an affine transformation matrix containing a 3D rotation around a normalized rotation axis of angle (in radians).

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

§Panics

Will panic if axis is not normalized when glam_assert is enabled.

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pub fn from_euler(order: EulerRot, a: f32, b: f32, c: f32) -> Mat4

Creates a affine transformation matrix containing a rotation from the given euler rotation sequence and angles (in radians).

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

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pub fn from_rotation_x(angle: f32) -> Mat4

Creates an affine transformation matrix containing a 3D rotation around the x axis of angle (in radians).

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

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pub fn from_rotation_y(angle: f32) -> Mat4

Creates an affine transformation matrix containing a 3D rotation around the y axis of angle (in radians).

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

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pub fn from_rotation_z(angle: f32) -> Mat4

Creates an affine transformation matrix containing a 3D rotation around the z axis of angle (in radians).

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

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pub fn from_scale(scale: Vec3) -> Mat4

Creates an affine transformation matrix containing the given 3D non-uniform scale.

The resulting matrix can be used to transform 3D points and vectors. See Self::transform_point3() and Self::transform_vector3().

§Panics

Will panic if all elements of scale are zero when glam_assert is enabled.

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pub const fn from_cols_slice(slice: &[f32]) -> Mat4

Creates a 4x4 matrix from the first 16 values in slice.

§Panics

Panics if slice is less than 16 elements long.

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pub fn write_cols_to_slice(self, slice: &mut [f32])

Writes the columns of self to the first 16 elements in slice.

§Panics

Panics if slice is less than 16 elements long.

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pub fn col(&self, index: usize) -> Vec4

Returns the matrix column for the given index.

§Panics

Panics if index is greater than 3.

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pub fn col_mut(&mut self, index: usize) -> &mut Vec4

Returns a mutable reference to the matrix column for the given index.

§Panics

Panics if index is greater than 3.

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pub fn row(&self, index: usize) -> Vec4

Returns the matrix row for the given index.

§Panics

Panics if index is greater than 3.

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pub fn is_finite(&self) -> bool

Returns true if, and only if, all elements are finite. If any element is either NaN, positive or negative infinity, this will return false.

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pub fn is_nan(&self) -> bool

Returns true if any elements are NaN.

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pub fn transpose(&self) -> Mat4

Returns the transpose of self.

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pub fn determinant(&self) -> f32

Returns the determinant of self.

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pub fn inverse(&self) -> Mat4

Returns the inverse of self.

If the matrix is not invertible the returned matrix will be invalid.

§Panics

Will panic if the determinant of self is zero when glam_assert is enabled.

Examples found in repository?
examples/3d/irradiance_volumes.rs (line 577)
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fn create_cubes(
    image_assets: Res<Assets<Image>>,
    mut commands: Commands,
    irradiance_volumes: Query<(&IrradianceVolume, &GlobalTransform)>,
    voxel_cube_parents: Query<Entity, With<VoxelCubeParent>>,
    voxel_cubes: Query<Entity, With<VoxelCube>>,
    example_assets: Res<ExampleAssets>,
    mut voxel_visualization_material_assets: ResMut<Assets<VoxelVisualizationMaterial>>,
) {
    // If voxel cubes have already been spawned, don't do anything.
    if !voxel_cubes.is_empty() {
        return;
    }

    let Some(voxel_cube_parent) = voxel_cube_parents.iter().next() else {
        return;
    };

    for (irradiance_volume, global_transform) in irradiance_volumes.iter() {
        let Some(image) = image_assets.get(&irradiance_volume.voxels) else {
            continue;
        };

        let resolution = image.texture_descriptor.size;

        let voxel_cube_material = voxel_visualization_material_assets.add(ExtendedMaterial {
            base: StandardMaterial::from(Color::from(RED)),
            extension: VoxelVisualizationExtension {
                irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo {
                    world_from_voxel: VOXEL_FROM_WORLD.inverse(),
                    voxel_from_world: VOXEL_FROM_WORLD,
                    resolution: uvec3(
                        resolution.width,
                        resolution.height,
                        resolution.depth_or_array_layers,
                    ),
                    intensity: IRRADIANCE_VOLUME_INTENSITY,
                },
            },
        });

        let scale = vec3(
            1.0 / resolution.width as f32,
            1.0 / resolution.height as f32,
            1.0 / resolution.depth_or_array_layers as f32,
        );

        // Spawn a cube for each voxel.
        for z in 0..resolution.depth_or_array_layers {
            for y in 0..resolution.height {
                for x in 0..resolution.width {
                    let uvw = (uvec3(x, y, z).as_vec3() + 0.5) * scale - 0.5;
                    let pos = global_transform.transform_point(uvw);
                    let voxel_cube = commands
                        .spawn(MaterialMeshBundle {
                            mesh: example_assets.voxel_cube.clone(),
                            material: voxel_cube_material.clone(),
                            transform: Transform::from_scale(Vec3::splat(VOXEL_CUBE_SCALE))
                                .with_translation(pos),
                            ..default()
                        })
                        .insert(VoxelCube)
                        .insert(NotShadowCaster)
                        .id();

                    commands.entity(voxel_cube_parent).add_child(voxel_cube);
                }
            }
        }
    }
}
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pub fn look_to_lh(eye: Vec3, dir: Vec3, up: Vec3) -> Mat4

Creates a left-handed view matrix using a camera position, an up direction, and a facing direction.

For a view coordinate system with +X=right, +Y=up and +Z=forward.

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pub fn look_to_rh(eye: Vec3, dir: Vec3, up: Vec3) -> Mat4

Creates a right-handed view matrix using a camera position, an up direction, and a facing direction.

For a view coordinate system with +X=right, +Y=up and +Z=back.

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pub fn look_at_lh(eye: Vec3, center: Vec3, up: Vec3) -> Mat4

Creates a left-handed view matrix using a camera position, an up direction, and a focal point. For a view coordinate system with +X=right, +Y=up and +Z=forward.

§Panics

Will panic if up is not normalized when glam_assert is enabled.

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pub fn look_at_rh(eye: Vec3, center: Vec3, up: Vec3) -> Mat4

Creates a right-handed view matrix using a camera position, an up direction, and a focal point. For a view coordinate system with +X=right, +Y=up and +Z=back.

§Panics

Will panic if up is not normalized when glam_assert is enabled.

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pub fn perspective_rh_gl( fov_y_radians: f32, aspect_ratio: f32, z_near: f32, z_far: f32, ) -> Mat4

Creates a right-handed perspective projection matrix with [-1,1] depth range. This is the same as the OpenGL gluPerspective function. See https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml

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pub fn perspective_lh( fov_y_radians: f32, aspect_ratio: f32, z_near: f32, z_far: f32, ) -> Mat4

Creates a left-handed perspective projection matrix with [0,1] depth range.

§Panics

Will panic if z_near or z_far are less than or equal to zero when glam_assert is enabled.

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pub fn perspective_rh( fov_y_radians: f32, aspect_ratio: f32, z_near: f32, z_far: f32, ) -> Mat4

Creates a right-handed perspective projection matrix with [0,1] depth range.

§Panics

Will panic if z_near or z_far are less than or equal to zero when glam_assert is enabled.

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pub fn perspective_infinite_lh( fov_y_radians: f32, aspect_ratio: f32, z_near: f32, ) -> Mat4

Creates an infinite left-handed perspective projection matrix with [0,1] depth range.

§Panics

Will panic if z_near is less than or equal to zero when glam_assert is enabled.

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pub fn perspective_infinite_reverse_lh( fov_y_radians: f32, aspect_ratio: f32, z_near: f32, ) -> Mat4

Creates an infinite left-handed perspective projection matrix with [0,1] depth range.

§Panics

Will panic if z_near is less than or equal to zero when glam_assert is enabled.

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pub fn perspective_infinite_rh( fov_y_radians: f32, aspect_ratio: f32, z_near: f32, ) -> Mat4

Creates an infinite right-handed perspective projection matrix with [0,1] depth range.

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pub fn perspective_infinite_reverse_rh( fov_y_radians: f32, aspect_ratio: f32, z_near: f32, ) -> Mat4

Creates an infinite reverse right-handed perspective projection matrix with [0,1] depth range.

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pub fn orthographic_rh_gl( left: f32, right: f32, bottom: f32, top: f32, near: f32, far: f32, ) -> Mat4

Creates a right-handed orthographic projection matrix with [-1,1] depth range. This is the same as the OpenGL glOrtho function in OpenGL. See https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml

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pub fn orthographic_lh( left: f32, right: f32, bottom: f32, top: f32, near: f32, far: f32, ) -> Mat4

Creates a left-handed orthographic projection matrix with [0,1] depth range.

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pub fn orthographic_rh( left: f32, right: f32, bottom: f32, top: f32, near: f32, far: f32, ) -> Mat4

Creates a right-handed orthographic projection matrix with [0,1] depth range.

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pub fn project_point3(&self, rhs: Vec3) -> Vec3

Transforms the given 3D vector as a point, applying perspective correction.

This is the equivalent of multiplying the 3D vector as a 4D vector where w is 1.0. The perspective divide is performed meaning the resulting 3D vector is divided by w.

This method assumes that self contains a projective transform.

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pub fn transform_point3(&self, rhs: Vec3) -> Vec3

Transforms the given 3D vector as a point.

This is the equivalent of multiplying the 3D vector as a 4D vector where w is 1.0.

This method assumes that self contains a valid affine transform. It does not perform a perspective divide, if self contains a perspective transform, or if you are unsure, the Self::project_point3() method should be used instead.

§Panics

Will panic if the 3rd row of self is not (0, 0, 0, 1) when glam_assert is enabled.

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pub fn transform_vector3(&self, rhs: Vec3) -> Vec3

Transforms the give 3D vector as a direction.

This is the equivalent of multiplying the 3D vector as a 4D vector where w is 0.0.

This method assumes that self contains a valid affine transform.

§Panics

Will panic if the 3rd row of self is not (0, 0, 0, 1) when glam_assert is enabled.

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pub fn transform_point3a(&self, rhs: Vec3A) -> Vec3A

Transforms the given Vec3A as 3D point.

This is the equivalent of multiplying the Vec3A as a 4D vector where w is 1.0.

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pub fn transform_vector3a(&self, rhs: Vec3A) -> Vec3A

Transforms the give Vec3A as 3D vector.

This is the equivalent of multiplying the Vec3A as a 4D vector where w is 0.0.

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pub fn mul_vec4(&self, rhs: Vec4) -> Vec4

Transforms a 4D vector.

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pub fn mul_mat4(&self, rhs: &Mat4) -> Mat4

Multiplies two 4x4 matrices.

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pub fn add_mat4(&self, rhs: &Mat4) -> Mat4

Adds two 4x4 matrices.

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pub fn sub_mat4(&self, rhs: &Mat4) -> Mat4

Subtracts two 4x4 matrices.

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pub fn mul_scalar(&self, rhs: f32) -> Mat4

Multiplies a 4x4 matrix by a scalar.

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pub fn div_scalar(&self, rhs: f32) -> Mat4

Divides a 4x4 matrix by a scalar.

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pub fn abs_diff_eq(&self, rhs: Mat4, max_abs_diff: f32) -> bool

Returns true if the absolute difference of all elements between self and rhs is less than or equal to max_abs_diff.

This can be used to compare if two matrices contain similar elements. It works best when comparing with a known value. The max_abs_diff that should be used used depends on the values being compared against.

For more see comparing floating point numbers.

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pub fn abs(&self) -> Mat4

Takes the absolute value of each element in self

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pub fn as_dmat4(&self) -> DMat4

Trait Implementations§

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impl Add for Mat4

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type Output = Mat4

The resulting type after applying the + operator.
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fn add(self, rhs: Mat4) -> <Mat4 as Add>::Output

Performs the + operation. Read more
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impl AddAssign for Mat4

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fn add_assign(&mut self, rhs: Mat4)

Performs the += operation. Read more
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impl AsMut<[f32; 16]> for Mat4

Available on non-target_arch="spirv" only.
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fn as_mut(&mut self) -> &mut [f32; 16]

Converts this type into a mutable reference of the (usually inferred) input type.
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impl AsMutMatrixParts<f32, 4, 4> for Mat4

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fn as_mut_parts(&mut self) -> &mut [[f32; 4]; 4]

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impl AsRef<[f32; 16]> for Mat4

Available on non-target_arch="spirv" only.
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fn as_ref(&self) -> &[f32; 16]

Converts this type into a shared reference of the (usually inferred) input type.
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impl AsRefMatrixParts<f32, 4, 4> for Mat4

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fn as_ref_parts(&self) -> &[[f32; 4]; 4]

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impl Clone for Mat4

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fn clone(&self) -> Mat4

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl CreateFrom for Mat4
where Mat4: ShaderType<ExtraMetadata = MatrixMetadata> + FromMatrixParts<f32, 4, 4>, f32: MatrixScalar + CreateFrom,

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fn create_from<B>(reader: &mut Reader<B>) -> Mat4
where B: BufferRef,

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impl Debug for Mat4

Available on non-target_arch="spirv" only.
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fn fmt(&self, fmt: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for Mat4

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fn default() -> Mat4

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for Mat4

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fn deserialize<D>( deserializer: D, ) -> Result<Mat4, <D as Deserializer<'de>>::Error>
where D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Display for Mat4

Available on non-target_arch="spirv" only.
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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Div<Mat4> for f32

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type Output = Mat4

The resulting type after applying the / operator.
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fn div(self, rhs: Mat4) -> <f32 as Div<Mat4>>::Output

Performs the / operation. Read more
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impl Div<f32> for Mat4

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type Output = Mat4

The resulting type after applying the / operator.
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fn div(self, rhs: f32) -> <Mat4 as Div<f32>>::Output

Performs the / operation. Read more
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impl DivAssign<f32> for Mat4

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fn div_assign(&mut self, rhs: f32)

Performs the /= operation. Read more
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impl From<Affine3A> for Mat4

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fn from(m: Affine3A) -> Mat4

Converts to this type from the input type.
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impl From<Mat4> for GlobalTransform

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fn from(world_from_local: Mat4) -> GlobalTransform

Converts to this type from the input type.
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impl FromMatrixParts<f32, 4, 4> for Mat4

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fn from_parts(parts: [[f32; 4]; 4]) -> Mat4

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impl FromReflect for Mat4
where Mat4: Any + Send + Sync, Vec4: FromReflect + TypePath + RegisterForReflection,

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fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Mat4>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn Reflect>, ) -> Result<Self, Box<dyn Reflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetTypeRegistration for Mat4
where Mat4: Any + Send + Sync, Vec4: FromReflect + TypePath + RegisterForReflection,

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl Mul<Affine3A> for Mat4

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type Output = Mat4

The resulting type after applying the * operator.
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fn mul(self, rhs: Affine3A) -> <Mat4 as Mul<Affine3A>>::Output

Performs the * operation. Read more
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impl Mul<Mat4> for Affine3A

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type Output = Mat4

The resulting type after applying the * operator.
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fn mul(self, rhs: Mat4) -> <Affine3A as Mul<Mat4>>::Output

Performs the * operation. Read more
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impl Mul<Mat4> for f32

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type Output = Mat4

The resulting type after applying the * operator.
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fn mul(self, rhs: Mat4) -> <f32 as Mul<Mat4>>::Output

Performs the * operation. Read more
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impl Mul<Vec4> for Mat4

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type Output = Vec4

The resulting type after applying the * operator.
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fn mul(self, rhs: Vec4) -> <Mat4 as Mul<Vec4>>::Output

Performs the * operation. Read more
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impl Mul<f32> for Mat4

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type Output = Mat4

The resulting type after applying the * operator.
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fn mul(self, rhs: f32) -> <Mat4 as Mul<f32>>::Output

Performs the * operation. Read more
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impl Mul for Mat4

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type Output = Mat4

The resulting type after applying the * operator.
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fn mul(self, rhs: Mat4) -> <Mat4 as Mul>::Output

Performs the * operation. Read more
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impl MulAssign<f32> for Mat4

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fn mul_assign(&mut self, rhs: f32)

Performs the *= operation. Read more
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impl MulAssign for Mat4

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fn mul_assign(&mut self, rhs: Mat4)

Performs the *= operation. Read more
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impl Neg for Mat4

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type Output = Mat4

The resulting type after applying the - operator.
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fn neg(self) -> <Mat4 as Neg>::Output

Performs the unary - operation. Read more
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impl PartialEq for Mat4

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fn eq(&self, rhs: &Mat4) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl<'a> Product<&'a Mat4> for Mat4

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fn product<I>(iter: I) -> Mat4
where I: Iterator<Item = &'a Mat4>,

Method which takes an iterator and generates Self from the elements by multiplying the items.
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impl Product for Mat4

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fn product<I>(iter: I) -> Mat4
where I: Iterator<Item = Mat4>,

Method which takes an iterator and generates Self from the elements by multiplying the items.
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impl ReadFrom for Mat4
where Mat4: ShaderType<ExtraMetadata = MatrixMetadata> + AsMutMatrixParts<f32, 4, 4>, f32: MatrixScalar + ReadFrom,

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fn read_from<B>(&mut self, reader: &mut Reader<B>)
where B: BufferRef,

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impl Reflect for Mat4
where Mat4: Any + Send + Sync, Vec4: FromReflect + TypePath + RegisterForReflection,

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn into_any(self: Box<Mat4>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>.
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fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any.
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fn into_reflect(self: Box<Mat4>) -> Box<dyn Reflect>

Casts this type to a boxed reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a reflected value.
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable reflected value.
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fn clone_value(&self) -> Box<dyn Reflect>

Clones the value as a Reflect trait object. Read more
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
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fn try_apply( &mut self, value: &(dyn Reflect + 'static), ) -> Result<(), ApplyError>

Tries to apply a reflected value to this value. Read more
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fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
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fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<Mat4>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
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fn apply(&mut self, value: &(dyn Reflect + 'static))

Applies a reflected value to this value. Read more
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fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
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fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Serialize for Mat4

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fn serialize<S>( &self, serializer: S, ) -> Result<<S as Serializer>::Ok, <S as Serializer>::Error>
where S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl ShaderSize for Mat4
where f32: ShaderSize,

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const SHADER_SIZE: NonZero<u64> = _

Represents WGSL Size (equivalent to ShaderType::min_size)
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impl ShaderType for Mat4
where f32: ShaderSize,

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fn min_size() -> NonZero<u64>

Represents the minimum size of Self (equivalent to GPUBufferBindingLayout.minBindingSize) Read more
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fn size(&self) -> NonZero<u64>

Returns the size of Self at runtime Read more
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fn assert_uniform_compat()

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impl Struct for Mat4
where Mat4: Any + Send + Sync, Vec4: FromReflect + TypePath + RegisterForReflection,

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fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field named name as a &dyn Reflect.
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fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field named name as a &mut dyn Reflect.
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fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field with index index as a &dyn Reflect.
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fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field with index index as a &mut dyn Reflect.
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fn name_at(&self, index: usize) -> Option<&str>

Returns the name of the field with index index.
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fn field_len(&self) -> usize

Returns the number of fields in the struct.
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fn iter_fields(&self) -> FieldIter<'_>

Returns an iterator over the values of the reflectable fields for this struct.
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fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
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impl Sub for Mat4

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type Output = Mat4

The resulting type after applying the - operator.
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fn sub(self, rhs: Mat4) -> <Mat4 as Sub>::Output

Performs the - operation. Read more
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impl SubAssign for Mat4

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fn sub_assign(&mut self, rhs: Mat4)

Performs the -= operation. Read more
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impl<'a> Sum<&'a Mat4> for Mat4

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fn sum<I>(iter: I) -> Mat4
where I: Iterator<Item = &'a Mat4>,

Method which takes an iterator and generates Self from the elements by “summing up” the items.
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impl Sum for Mat4

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fn sum<I>(iter: I) -> Mat4
where I: Iterator<Item = Mat4>,

Method which takes an iterator and generates Self from the elements by “summing up” the items.
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impl TransformPoint for Mat4

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fn transform_point(&self, point: impl Into<Vec3>) -> Vec3

Transform a point.
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impl TypePath for Mat4
where Mat4: Any + Send + Sync,

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for Mat4
where Mat4: Any + Send + Sync, Vec4: FromReflect + TypePath + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
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impl WriteInto for Mat4
where Mat4: ShaderType<ExtraMetadata = MatrixMetadata> + AsRefMatrixParts<f32, 4, 4>, f32: MatrixScalar + WriteInto,

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fn write_into<B>(&self, writer: &mut Writer<B>)
where B: BufferMut,

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impl Zeroable for Mat4

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fn zeroed() -> Self

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impl Copy for Mat4

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impl Pod for Mat4

Auto Trait Implementations§

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impl Freeze for Mat4

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impl RefUnwindSafe for Mat4

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impl Send for Mat4

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impl Sync for Mat4

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impl Unpin for Mat4

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impl UnwindSafe for Mat4

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CheckedBitPattern for T
where T: AnyBitPattern,

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type Bits = T

Self must have the same layout as the specified Bits except for the possible invalid bit patterns being checked during is_valid_bit_pattern.
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fn is_valid_bit_pattern(_bits: &T) -> bool

If this function returns true, then it must be valid to reinterpret bits as &Self.
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Sync + Send>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<T> DynamicTypePath for T
where T: TypePath,

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
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impl<S> GetField for S
where S: Struct,

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fn get_field<T>(&self, name: &str) -> Option<&T>
where T: Reflect,

Returns a reference to the value of the field named name, downcast to T.
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fn get_field_mut<T>(&mut self, name: &str) -> Option<&mut T>
where T: Reflect,

Returns a mutable reference to the value of the field named name, downcast to T.
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impl<T> GetPath for T
where T: Reflect + ?Sized,

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fn reflect_path<'p>( &self, path: impl ReflectPath<'p>, ) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>

Returns a reference to the value specified by path. Read more
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fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>

Returns a mutable reference to the value specified by path. Read more
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fn path<'p, T>( &self, path: impl ReflectPath<'p>, ) -> Result<&T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed reference to the value specified by path. Read more
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fn path_mut<'p, T>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed mutable reference to the value specified by path. Read more
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

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fn into_sample(self) -> T

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impl<T> NoneValue for T
where T: Default,

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type NoneType = T

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fn null_value() -> T

The none-equivalent value.
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impl<T> Pointable for T

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<T> Serialize for T
where T: Serialize + ?Sized,

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fn erased_serialize(&self, serializer: &mut dyn Serializer) -> Result<(), Error>

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fn do_erased_serialize( &self, serializer: &mut dyn Serializer, ) -> Result<(), ErrorImpl>

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T> ToSmolStr for T
where T: Display + ?Sized,

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fn to_smolstr(&self) -> SmolStr

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impl<T> ToString for T
where T: Display + ?Sized,

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default fn to_string(&self) -> String

Converts the given value to a String. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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Performs the conversion.
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impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

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fn clone_type_data(&self) -> Box<dyn TypeData>

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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<V, T> VZip<V> for T
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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> AnyBitPattern for T
where T: Pod,

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impl<T> ConditionalSend for T
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impl<T> WasmNotSend for T
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where T: WasmNotSend + WasmNotSync,

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impl<T> WasmNotSync for T
where T: Sync,