Camera

Struct 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: f32

needs to be in degrees

§scale: Vec2<f32>

This controls the size of every object in view

Implementations§

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impl Camera

Source

pub fn new(center: Vec2<f32>, rotation: f32, scale: Vec2<f32>) -> Self

creates a new camera with center point, rotation and scale.

Source

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 crate::Engine::get_window_size

Examples found in repository?
examples/camera.rs (line 109)
66    fn update(&mut self, engine_handle: &mut Engine) {
67        let dt = engine_handle.get_frame_delta_time();
68        let mouse_pos = engine_handle.get_mouse_position();
69        let size = engine_handle.get_window_size();
70
71        let move_factor = 15.0;
72
73        if engine_handle.is_key_down(Key::A) {
74            self.camera.center.x -= move_factor * dt;
75        }
76
77        if engine_handle.is_key_down(Key::D) {
78            self.camera.center.x += move_factor * dt;
79        }
80
81        if engine_handle.is_key_down(Key::W) {
82            self.camera.center.y += move_factor * dt;
83        }
84
85        if engine_handle.is_key_down(Key::S) {
86            self.camera.center.y -= move_factor * dt;
87        }
88
89        if engine_handle.is_key_down(Key::Left) {
90            self.camera.rotation += move_factor * dt;
91        }
92
93        if engine_handle.is_key_down(Key::Right) {
94            self.camera.rotation -= move_factor * dt;
95        }
96
97        if engine_handle.is_key_down(Key::L) {
98            self.camera.scale += vec2!(2.0 * dt, 2.0 * dt);
99        }
100
101        if engine_handle.is_key_down(Key::K) {
102            self.camera.scale -= vec2!(2.0 * dt, 2.0 * dt);
103        }
104
105        if engine_handle.is_key_pressed(Key::Enter) {
106            self.camera.rotation += 45.0;
107        }
108
109        let trans_mouse = self.camera.transform_point(mouse_pos, size);
110
111        self.text.set_text(
112            &format!(
113                "Screen mouse pos: {:.3}, {:.3}\nWorld mouse pos: {:.3}, {:.3}",
114                mouse_pos.x, mouse_pos.y, trans_mouse.x, trans_mouse.y
115            ),
116            Colour::WHITE,
117            engine_handle,
118        );
119
120        self.text.prepare(engine_handle);
121    }
Source

pub fn set_active<'others>( &'others mut self, renderer: &mut Renderer<'_, 'others>, )

Sets this camera to the active camera transforming all objects with this camera.

Examples found in repository?
examples/camera.rs (line 57)
47    fn render<'o>(&'o mut self, mut render: RenderHandle<'o>) {
48        let mut render_handle = render.begin_pass(Colour::BLACK);
49
50        self.material.add_rectangle(
51            Vec2 { x: 0.0, y: 0.0 },
52            Vec2 { x: 300.0, y: 300.0 },
53            Colour::WHITE,
54            &render_handle,
55        );
56
57        self.camera.set_active(&mut render_handle);
58        self.material.draw(&mut render_handle);
59
60        render_handle.reset_camera();
61        self.text
62            .add_instance(vec2!(0.0), Colour::WHITE, &render_handle);
63        self.text.draw(&mut render_handle);
64    }

Trait Implementations§

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impl Default for Camera

Source§

fn default() -> 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},
}

Auto Trait Implementations§

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impl !Freeze for Camera

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impl !RefUnwindSafe for Camera

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impl Send for Camera

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impl Sync for Camera

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impl Unpin for Camera

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impl !UnwindSafe for Camera

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