Struct bottomless_pit::camera::Camera
source · pub struct Camera {
pub center: Vec2<f32>,
pub rotation: f32,
pub scale: Vec2<f32>,
/* private fields */
}Expand description
A simple 2D camera that can translate, rotate, and scale everything on the screen.
Fields§
§center: Vec2<f32>The center of the camera becomes the center of the screen
rotation: f32needs to be in degrees
scale: Vec2<f32>This controls the size of every object in view
Implementations§
source§impl Camera
impl Camera
sourcepub fn new(engine: &Engine) -> Self
pub fn new(engine: &Engine) -> Self
creates a new camera with these values:
Camera {
center: Vec2{x : 0.0, y: 0.0},
rotation: 0.0,
scale: Vec2{x: 1.0, y: 1.0},
}Examples found in repository?
examples/camera.rs (line 21)
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fn main() {
let mut engine = EngineBuilder::new().build().unwrap();
let texture = Texture::new(&mut engine, "examples/bplogo.png");
let material = MaterialBuilder::new()
.add_texture(texture)
.build(&mut engine);
let camera = Camera::new(&engine);
let text = TextMaterial::new("Mouse pos: 0,0 \n Mouse pos: 0, 0", Colour::WHITE, 15.0, 20.0, &mut engine);
let game = CameraExample {
material,
text,
camera,
};
engine.run(game);
}sourcepub fn transform_point(
&self,
point: Vec2<f32>,
screen_size: Vec2<u32>
) -> Vec2<f32>
pub fn transform_point( &self, point: Vec2<f32>, screen_size: Vec2<u32> ) -> Vec2<f32>
This will transform a point in screen space to camera space. You can get the screen size from Engine::get_window_size
Examples found in repository?
examples/camera.rs (line 100)
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fn update(&mut self, engine_handle: &mut Engine) {
let dt = engine_handle.get_frame_delta_time();
let mouse_pos = engine_handle.get_mouse_position();
let size = engine_handle.get_window_size();
let move_factor = 15.0;
if engine_handle.is_key_down(Key::A) {
self.camera.center.x -= move_factor * dt;
}
if engine_handle.is_key_down(Key::D) {
self.camera.center.x += move_factor * dt;
}
if engine_handle.is_key_down(Key::W) {
self.camera.center.y += move_factor * dt;
}
if engine_handle.is_key_down(Key::S) {
self.camera.center.y -= move_factor * dt;
}
if engine_handle.is_key_down(Key::Left) {
self.camera.rotation += move_factor * dt;
}
if engine_handle.is_key_down(Key::Right) {
self.camera.rotation -= move_factor * dt;
}
if engine_handle.is_key_down(Key::L) {
self.camera.scale += vec2!(2.0 * dt, 2.0 * dt);
}
if engine_handle.is_key_down(Key::K) {
self.camera.scale -= vec2!(2.0 * dt, 2.0 * dt);
}
if engine_handle.is_key_pressed(Key::Enter) {
self.camera.rotation += 45.0;
}
let trans_mouse = self.camera.transform_point(mouse_pos, size);
self.text.set_text(
&format!("Screen mouse pos: {:.3}, {:.3}\nWorld mouse pos: {:.3}, {:.3}", mouse_pos.x, mouse_pos.y, trans_mouse.x, trans_mouse.y),
Colour::WHITE,
engine_handle,
);
self.text.prepare(engine_handle);
}sourcepub fn set_active<'others, 'pass>(
&'others self,
renderer: &mut RenderInformation<'pass, 'others>
)where
'others: 'pass,
pub fn set_active<'others, 'pass>(
&'others self,
renderer: &mut RenderInformation<'pass, 'others>
)where
'others: 'pass,
Sets this camera to the active camera transforming all objects with this camera.
Examples found in repository?
examples/camera.rs (line 49)
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fn render<'pass, 'others>(
&'others mut self,
mut render_handle: RenderInformation<'pass, 'others>,
) where
'others: 'pass,
{
self.material.add_rectangle(Vec2 { x: 0.0, y: 0.0 }, Vec2{x: 300.0, y: 300.0}, Colour::WHITE, &render_handle);
self.camera.set_active(&mut render_handle);
self.material.draw(&mut render_handle);
render_handle.reset_camera();
self.text.add_instance(vec2!(0.0), Colour::WHITE, &render_handle);
self.text.draw(&mut render_handle);
}Auto Trait Implementations§
impl !RefUnwindSafe for Camera
impl Send for Camera
impl Sync for Camera
impl Unpin for Camera
impl !UnwindSafe for Camera
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more