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Camera

Struct Camera 

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pub struct Camera { /* private fields */ }
Expand description

A camera with view and projection matrices.

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impl Camera

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pub fn orthographic(width: f32, height: f32, near: f32, far: f32) -> Self

Create an orthographic camera.

§Arguments
  • width - Viewport width
  • height - Viewport height
  • near - Near clip plane
  • far - Far clip plane
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pub fn orthographic_custom( left: f32, right: f32, bottom: f32, top: f32, near: f32, far: f32, ) -> Self

Create an orthographic camera with custom bounds.

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pub fn perspective( fov_y_degrees: f32, aspect_ratio: f32, near: f32, far: f32, ) -> Self

Create a perspective camera.

§Arguments
  • fov_y_degrees - Vertical field of view in degrees
  • aspect_ratio - Aspect ratio (width / height)
  • near - Near clip plane
  • far - Far clip plane
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pub fn look_at(&mut self, eye: Vec3, target: Vec3, up: Vec3)

Set the camera to look at a target from a position.

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pub fn set_position(&mut self, position: Vec3)

Set the camera position.

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pub fn position(&self) -> Vec3

Get the camera position.

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pub fn set_target(&mut self, target: Vec3)

Set the camera target.

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pub fn target(&self) -> Vec3

Get the camera target.

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pub fn set_up(&mut self, up: Vec3)

Set the up vector.

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pub fn up(&self) -> Vec3

Get the up vector.

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pub fn forward(&self) -> Vec3

Get the forward direction (normalized vector from position to target).

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pub fn right(&self) -> Vec3

Get the right direction.

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pub fn set_projection(&mut self, projection: ProjectionMode)

Update the projection mode.

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pub fn projection(&self) -> ProjectionMode

Get the projection mode.

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pub fn set_aspect_ratio(&mut self, aspect_ratio: f32)

Update the aspect ratio (only affects perspective cameras).

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pub fn view_matrix(&mut self) -> Mat4

Get the view matrix.

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pub fn projection_matrix(&mut self) -> Mat4

Get the projection matrix.

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pub fn view_projection_matrix(&mut self) -> Mat4

Get the combined view-projection matrix.

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pub fn screen_to_world( &mut self, screen_pos: Vec2, viewport_size: Vec2, depth: f32, ) -> Vec3

Convert screen coordinates to world coordinates.

§Arguments
  • screen_pos - Screen position (pixels)
  • viewport_size - Viewport size (pixels)
  • depth - Depth in NDC space (-1.0 to 1.0, where -1.0 is near plane)
§Returns

World position as Vec3

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pub fn world_to_screen( &mut self, world_pos: Vec3, viewport_size: Vec2, ) -> (Vec2, f32)

Convert world coordinates to screen coordinates.

§Arguments
  • world_pos - World position
  • viewport_size - Viewport size (pixels)
§Returns

Screen position as Vec2 (pixels) and depth

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