Type Definition nalgebra::geometry::Isometry3[][src]

pub type Isometry3<N> = Isometry<N, U3, UnitQuaternion<N>>;
Expand description

A 3-dimensional direct isometry using a unit quaternion for its rotational part.

Because this is an alias, not all its methods are listed here. See the Isometry type too.

Also known as a rigid-body motion, or as an element of SE(3).

Implementations

Creates a new isometry from a translation and a rotation axis-angle.

Example

let axisangle = Vector3::y() * f32::consts::FRAC_PI_2;
let translation = Vector3::new(1.0, 2.0, 3.0);
// Point and vector being transformed in the tests.
let pt = Point3::new(4.0, 5.0, 6.0);
let vec = Vector3::new(4.0, 5.0, 6.0);

// Isometry with its rotation part represented as a UnitQuaternion
let iso = Isometry3::new(translation, axisangle);
assert_relative_eq!(iso * pt, Point3::new(7.0, 7.0, -1.0), epsilon = 1.0e-6);
assert_relative_eq!(iso * vec, Vector3::new(6.0, 5.0, -4.0), epsilon = 1.0e-6);

// Isometry with its rotation part represented as a Rotation3 (a 3x3 rotation matrix).
let iso = IsometryMatrix3::new(translation, axisangle);
assert_relative_eq!(iso * pt, Point3::new(7.0, 7.0, -1.0), epsilon = 1.0e-6);
assert_relative_eq!(iso * vec, Vector3::new(6.0, 5.0, -4.0), epsilon = 1.0e-6);

Creates a new isometry from the given translation coordinates.

Creates a new isometry from the given rotation angle.

Cast the components of self to another type.

Example

let iso = Isometry3::<f64>::identity();
let iso2 = iso.cast::<f32>();
assert_eq!(iso2, Isometry3::<f32>::identity());

Creates an isometry that corresponds to the local frame of an observer standing at the point eye and looking toward target.

It maps the z axis to the view direction target - eyeand the origin to the eye.

Arguments

  • eye - The observer position.
  • target - The target position.
  • up - Vertical direction. The only requirement of this parameter is to not be collinear to eye - at. Non-collinearity is not checked.

Example

let eye = Point3::new(1.0, 2.0, 3.0);
let target = Point3::new(2.0, 2.0, 3.0);
let up = Vector3::y();

// Isometry with its rotation part represented as a UnitQuaternion
let iso = Isometry3::face_towards(&eye, &target, &up);
assert_eq!(iso * Point3::origin(), eye);
assert_relative_eq!(iso * Vector3::z(), Vector3::x());

// Isometry with its rotation part represented as Rotation3 (a 3x3 rotation matrix).
let iso = IsometryMatrix3::face_towards(&eye, &target, &up);
assert_eq!(iso * Point3::origin(), eye);
assert_relative_eq!(iso * Vector3::z(), Vector3::x());
👎 Deprecated:

renamed to face_towards

Deprecated: Use Isometry::face_towards instead.

Builds a right-handed look-at view matrix.

It maps the view direction target - eye to the negative z axis to and the eye to the origin. This conforms to the common notion of right handed camera look-at view matrix from the computer graphics community, i.e. the camera is assumed to look toward its local -z axis.

Arguments

  • eye - The eye position.
  • target - The target position.
  • up - A vector approximately aligned with required the vertical axis. The only requirement of this parameter is to not be collinear to target - eye.

Example

let eye = Point3::new(1.0, 2.0, 3.0);
let target = Point3::new(2.0, 2.0, 3.0);
let up = Vector3::y();

// Isometry with its rotation part represented as a UnitQuaternion
let iso = Isometry3::look_at_rh(&eye, &target, &up);
assert_eq!(iso * eye, Point3::origin());
assert_relative_eq!(iso * Vector3::x(), -Vector3::z());

// Isometry with its rotation part represented as Rotation3 (a 3x3 rotation matrix).
let iso = IsometryMatrix3::look_at_rh(&eye, &target, &up);
assert_eq!(iso * eye, Point3::origin());
assert_relative_eq!(iso * Vector3::x(), -Vector3::z());

Builds a left-handed look-at view matrix.

It maps the view direction target - eye to the positive z axis and the eye to the origin. This conforms to the common notion of right handed camera look-at view matrix from the computer graphics community, i.e. the camera is assumed to look toward its local z axis.

Arguments

  • eye - The eye position.
  • target - The target position.
  • up - A vector approximately aligned with required the vertical axis. The only requirement of this parameter is to not be collinear to target - eye.

Example

let eye = Point3::new(1.0, 2.0, 3.0);
let target = Point3::new(2.0, 2.0, 3.0);
let up = Vector3::y();

// Isometry with its rotation part represented as a UnitQuaternion
let iso = Isometry3::look_at_lh(&eye, &target, &up);
assert_eq!(iso * eye, Point3::origin());
assert_relative_eq!(iso * Vector3::x(), Vector3::z());

// Isometry with its rotation part represented as Rotation3 (a 3x3 rotation matrix).
let iso = IsometryMatrix3::look_at_lh(&eye, &target, &up);
assert_eq!(iso * eye, Point3::origin());
assert_relative_eq!(iso * Vector3::x(), Vector3::z());

Interpolates between two isometries using a linear interpolation for the translation part, and a spherical interpolation for the rotation part.

Panics if the angle between both rotations is 180 degrees (in which case the interpolation is not well-defined). Use .try_lerp_slerp instead to avoid the panic.

Examples:


let t1 = Translation3::new(1.0, 2.0, 3.0);
let t2 = Translation3::new(4.0, 8.0, 12.0);
let q1 = UnitQuaternion::from_euler_angles(std::f32::consts::FRAC_PI_4, 0.0, 0.0);
let q2 = UnitQuaternion::from_euler_angles(-std::f32::consts::PI, 0.0, 0.0);
let iso1 = Isometry3::from_parts(t1, q1);
let iso2 = Isometry3::from_parts(t2, q2);

let iso3 = iso1.lerp_slerp(&iso2, 1.0 / 3.0);

assert_eq!(iso3.translation.vector, Vector3::new(2.0, 4.0, 6.0));
assert_eq!(iso3.rotation.euler_angles(), (std::f32::consts::FRAC_PI_2, 0.0, 0.0));

Attempts to interpolate between two isometries using a linear interpolation for the translation part, and a spherical interpolation for the rotation part.

Retuns None if the angle between both rotations is 180 degrees (in which case the interpolation is not well-defined).

Examples:


let t1 = Translation3::new(1.0, 2.0, 3.0);
let t2 = Translation3::new(4.0, 8.0, 12.0);
let q1 = UnitQuaternion::from_euler_angles(std::f32::consts::FRAC_PI_4, 0.0, 0.0);
let q2 = UnitQuaternion::from_euler_angles(-std::f32::consts::PI, 0.0, 0.0);
let iso1 = Isometry3::from_parts(t1, q1);
let iso2 = Isometry3::from_parts(t2, q2);

let iso3 = iso1.lerp_slerp(&iso2, 1.0 / 3.0);

assert_eq!(iso3.translation.vector, Vector3::new(2.0, 4.0, 6.0));
assert_eq!(iso3.rotation.euler_angles(), (std::f32::consts::FRAC_PI_2, 0.0, 0.0));

Trait Implementations

The resulting type after applying the / operator.

Performs the / operation. Read more

The resulting type after applying the / operator.

Performs the / operation. Read more

The resulting type after applying the / operator.

Performs the / operation. Read more

The resulting type after applying the / operator.

Performs the / operation. Read more

Performs the conversion.

The resulting type after applying the * operator.

Performs the * operation. Read more

The resulting type after applying the * operator.

Performs the * operation. Read more

The resulting type after applying the * operator.

Performs the * operation. Read more

The resulting type after applying the * operator.

Performs the * operation. Read more

The inclusion map: converts self to the equivalent element of its superset.

Checks if element is actually part of the subset Self (and can be converted to it).

Use with care! Same as self.to_superset but without any property checks. Always succeeds.

The inverse inclusion map: attempts to construct self from the equivalent element of its superset. Read more