Expand description
Orthographic artifact framing and orbit-camera math. Calculations use f64, converting to f32 at the GPU boundary.
Structs§
- Aabb
- Axis-aligned bounding box (world space, f64).
- Camera
- A camera resolved to GPU form: column-major view-projection matrix plus the world-space view direction (camera → scene) the shader needs for double-sided normal flipping and specular.
- Orbit
- Simple Z-up orbit state for the desktop shell: azimuth/elevation around the scene bbox, distance-scaled ortho frustum (zoom = frustum scale).
Functions§
- artifact_
camera - The artifact framing — a faithful port of the retired artifact renderer: orthographic, iso view direction (1, -1.2, 0.9), Z up, bbox-fit with a 1.15 margin, camera at center + dir·radius·6, near 0.01 / far radius·20.
- ortho_
camera - Build a camera from an explicit eye/target/up + ortho frustum (the shared path for the artifact framing and the desktop orbit).