[−][src]Struct carambolage::game::transform::Transform
Position, rotation and scale of an object.
Every gameobject in a scene has (should have) a Transform. Its purpose is to store and manipulate the position, rotation and scale of the gameobject and determine its model matrix for rendering.
Fields
needs_update: bool
position: Vector3<f32>
rotation: Vector3<f32>
scale: Vector3<f32>
matrix: Matrix4<f32>
Methods
impl Transform
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impl Transform
pub fn new() -> Transform
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pub fn new() -> Transform
pub fn set_position(&mut self, position: Vector3<f32>)
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pub fn set_position(&mut self, position: Vector3<f32>)
Sets the transforms position in world coordinates.
pub fn set_rotation(&mut self, rotation: Vector3<f32>)
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pub fn set_rotation(&mut self, rotation: Vector3<f32>)
Sets the rotation of eulerAngles in the following order: (I hope the order is right and it is in degrees not radians)
- z degrees around the z axis
- x degrees around the x axis
- y degrees around the y axis
pub fn set_scale(&mut self, scale: Vector3<f32>)
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pub fn set_scale(&mut self, scale: Vector3<f32>)
Sets the scale of the object for each axis.
pub fn position(&self) -> Vector3<f32>
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pub fn position(&self) -> Vector3<f32>
Sets the objects origin relative to world coordinates.
pub fn rotation(&self) -> Vector3<f32>
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pub fn rotation(&self) -> Vector3<f32>
Returns the rotation of eulerAngles. x: yaw y: pitch z: roll
pub fn scale(&self) -> Vector3<f32>
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pub fn scale(&self) -> Vector3<f32>
Returns the scale of the object for each axis.
pub fn matrix(&mut self) -> Matrix4<f32>
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pub fn matrix(&mut self) -> Matrix4<f32>
Returns the model matrix according to scale, rotation and position of the object in world coordinates. Note: The object has to be mutable because it stores a model matrix, which will be updated in this function if some parameter has changed since the last matrix request.
Auto Trait Implementations
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