Struct comfy_wgpu::MainCamera
source · pub struct MainCamera {
pub shake_timer: f32,
pub shake_amount: f32,
pub recoil: f32,
pub center: Vec2,
pub desired_center: Vec2,
pub target: Option<Vec2>,
pub smoothing_speed: f32,
pub aspect_ratio: f32,
pub zoom: f32,
pub desired_zoom: f32,
/* private fields */
}Fields§
§shake_timer: f32§shake_amount: f32§recoil: f32§center: Vec2§desired_center: Vec2§target: Option<Vec2>§smoothing_speed: f32§aspect_ratio: f32§zoom: f32§desired_zoom: f32Implementations§
source§impl MainCamera
impl MainCamera
pub fn new(center: Vec2, zoom: f32) -> MainCamera
pub fn update(&mut self, delta: f32)
pub fn push_center(&mut self, new_center: Vec2, new_zoom: f32)
pub fn pop_center(&mut self)
pub fn bump_recoil(&mut self, amount: f32)
pub fn world_viewport(&self) -> Vec2
pub fn screen_top_left(&self) -> Vec2
pub fn screen_top_right(&self) -> Vec2
pub fn current_shake(&self) -> f32
pub fn build_view_projection_matrix(&self) -> Mat4
pub fn screen_to_world(&self, position: Vec2) -> Vec2
pub fn world_to_screen(&self, position: Vec2) -> Vec2
pub fn world_to_render_px(&self, position: Vec2, render_scale: f32) -> IVec2
Trait Implementations§
source§impl Clone for MainCamera
impl Clone for MainCamera
source§fn clone(&self) -> MainCamera
fn clone(&self) -> MainCamera
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moresource§impl Default for MainCamera
impl Default for MainCamera
source§fn default() -> MainCamera
fn default() -> MainCamera
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl RefUnwindSafe for MainCamera
impl Send for MainCamera
impl Sync for MainCamera
impl Unpin for MainCamera
impl UnwindSafe for MainCamera
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