iced::widget::canvas::path::lyon_path::geom::euclid

Struct RigidTransform3D

#[repr(C)]
pub struct RigidTransform3D<T, Src, Dst> { pub rotation: Rotation3D<T, Src, Dst>, pub translation: Vector3D<T, Dst>, }
Available on crate feature canvas only.
Expand description

A rigid transformation. All lengths are preserved under such a transformation.

Internally, this is a rotation and a translation, with the rotation applied first (i.e. Rotation * Translation, in row-vector notation)

This can be more efficient to use over full matrices, especially if you have to deal with the decomposed quantities often.

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§rotation: Rotation3D<T, Src, Dst>§translation: Vector3D<T, Dst>

Implementations§

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impl<T, Src, Dst> RigidTransform3D<T, Src, Dst>

pub const fn new( rotation: Rotation3D<T, Src, Dst>, translation: Vector3D<T, Dst>, ) -> RigidTransform3D<T, Src, Dst>

Construct a new rigid transformation, where the rotation applies first

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impl<T, Src, Dst> RigidTransform3D<T, Src, Dst>
where T: Copy,

pub fn cast_unit<Src2, Dst2>(&self) -> RigidTransform3D<T, Src2, Dst2>

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impl<T, Src, Dst> RigidTransform3D<T, Src, Dst>
where T: Real + ApproxEq<T>,

pub fn identity() -> RigidTransform3D<T, Src, Dst>

Construct an identity transform

pub fn new_from_reversed( translation: Vector3D<T, Src>, rotation: Rotation3D<T, Src, Dst>, ) -> RigidTransform3D<T, Src, Dst>

Construct a new rigid transformation, where the translation applies first

pub fn from_rotation( rotation: Rotation3D<T, Src, Dst>, ) -> RigidTransform3D<T, Src, Dst>

pub fn from_translation( translation: Vector3D<T, Dst>, ) -> RigidTransform3D<T, Src, Dst>

pub fn decompose_reversed(&self) -> (Vector3D<T, Src>, Rotation3D<T, Src, Dst>)

Decompose this into a translation and an rotation to be applied in the opposite order

i.e., the translation is applied first

pub fn then<Dst2>( &self, other: &RigidTransform3D<T, Dst, Dst2>, ) -> RigidTransform3D<T, Src, Dst2>

Returns the multiplication of the two transforms such that other’s transformation applies after self’s transformation.

i.e., this produces self * other in row-vector notation

pub fn inverse(&self) -> RigidTransform3D<T, Dst, Src>

Inverts the transformation

pub fn to_transform(&self) -> Transform3D<T, Src, Dst>
where T: Trig,

pub fn to_untyped(&self) -> RigidTransform3D<T, UnknownUnit, UnknownUnit>

Drop the units, preserving only the numeric value.

pub fn from_untyped( transform: &RigidTransform3D<T, UnknownUnit, UnknownUnit>, ) -> RigidTransform3D<T, Src, Dst>

Tag a unitless value with units.

Trait Implementations§

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impl<T, Src, Dst> Clone for RigidTransform3D<T, Src, Dst>
where T: Clone,

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fn clone(&self) -> RigidTransform3D<T, Src, Dst>

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<T, Src, Dst> Debug for RigidTransform3D<T, Src, Dst>
where T: Debug,

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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<T, Src, Dst> From<Rotation3D<T, Src, Dst>> for RigidTransform3D<T, Src, Dst>
where T: Real + ApproxEq<T>,

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fn from(rot: Rotation3D<T, Src, Dst>) -> RigidTransform3D<T, Src, Dst>

Converts to this type from the input type.
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impl<T, Src, Dst> From<Vector3D<T, Dst>> for RigidTransform3D<T, Src, Dst>
where T: Real + ApproxEq<T>,

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fn from(t: Vector3D<T, Dst>) -> RigidTransform3D<T, Src, Dst>

Converts to this type from the input type.
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impl<T, Src, Dst> Hash for RigidTransform3D<T, Src, Dst>
where T: Hash,

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fn hash<H>(&self, state: &mut H)
where H: Hasher,

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl<T, Src, Dst> PartialEq for RigidTransform3D<T, Src, Dst>
where T: PartialEq,

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fn eq(&self, other: &RigidTransform3D<T, Src, Dst>) -> bool

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

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl<T, Src, Dst> Copy for RigidTransform3D<T, Src, Dst>
where T: Copy,

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impl<T, Src, Dst> Eq for RigidTransform3D<T, Src, Dst>
where T: Eq,

Auto Trait Implementations§

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impl<T, Src, Dst> Freeze for RigidTransform3D<T, Src, Dst>
where T: Freeze,

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impl<T, Src, Dst> RefUnwindSafe for RigidTransform3D<T, Src, Dst>

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impl<T, Src, Dst> Send for RigidTransform3D<T, Src, Dst>
where T: Send, Dst: Send, Src: Send,

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impl<T, Src, Dst> Sync for RigidTransform3D<T, Src, Dst>
where T: Sync, Dst: Sync, Src: Sync,

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impl<T, Src, Dst> Unpin for RigidTransform3D<T, Src, Dst>
where T: Unpin, Dst: Unpin, Src: Unpin,

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impl<T, Src, Dst> UnwindSafe for RigidTransform3D<T, Src, Dst>
where T: UnwindSafe, Dst: UnwindSafe, Src: UnwindSafe,

Blanket Implementations§

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impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S
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fn adapt_into_using<M>(self, method: M) -> D
where M: TransformMatrix<T>,

Convert the source color to the destination color using the specified method.
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fn adapt_into(self) -> D

Convert the source color to the destination color using the bradford method by default.
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Cast a collection of colors into a collection of arrays.
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Cast this collection of arrays into a collection of colors.
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