System

Struct System 

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pub struct System<Controls: Controls> {
    pub screen_size: [f32; 2],
    /* private fields */
}
Expand description

System handler that keeps track of Data needed for the shaders struct Global.

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§screen_size: [f32; 2]

Screen Size used within the shaders.

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impl<Controls> System<Controls>
where Controls: Controls,

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pub fn bind_group(&self) -> &BindGroup

Returns a reference too wgpu::BindGroup.

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pub fn controls(&self) -> &Controls

Returns a reference too [Controls].

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pub fn controls_mut(&mut self) -> &mut Controls

Returns a mutable reference too [Controls].

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pub fn eye(&self) -> [f32; 3]

Returns the eye positions.

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pub fn new( renderer: &mut GpuRenderer, projection: Projection, controls: Controls, screen_size: [f32; 2], ) -> Self

Creates a new System

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pub fn projection(&self) -> Mat4

Returns the Projection Matrix 4x4.

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pub fn set_controls(&mut self, controls: Controls) -> Controls

Sets the Camera controls to a new controls.

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

Sets Camera Project to a new Projection.

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pub fn set_view(&mut self, camera_view: CameraView, view: Mat4, scale: f32)

Sets Manual to a new View and Scale. This can set MainView but upon Update MainView gets reset by the camera.

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pub fn get_view(&self, camera_view: CameraView) -> Mat4

Returns a views Matrix 4x4.

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pub fn get_view_mut(&mut self, camera_view: CameraView) -> &mut Mat4

Returns mutable reference to a views Matrix 4x4. This can return MainView but upon Update MainView gets reset by the camera.

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pub fn get_scale(&self, camera_view: CameraView) -> f32

Returns a Views Scale.

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pub fn get_scale_mut(&mut self, camera_view: CameraView) -> &mut f32

Returns mutable reference to a Views Scale. This can return MainView but upon Update MainView gets reset by the camera.

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pub fn update(&mut self, renderer: &GpuRenderer, frame_time: &FrameTime)

Updates the GPU’s shader struct Global with new Projections, Time, Views, and Scale changes. This will update the MainView automatically when camera gets changed.

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pub fn update_screen(&mut self, renderer: &GpuRenderer, screen_size: [f32; 2])

Updates the GPU’s shader struct Global with new screen size information.

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pub fn view(&self) -> Mat4

Returns the Internal Cameras view Matrix 4x4

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pub fn projected_world_to_screen( &self, camera_view: CameraView, bounds: &Bounds, ) -> Vec4

Used to convert bounds information from World into Screen locations with view.

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pub fn world_to_screen(&self, camera_view: CameraView, bounds: &Bounds) -> Vec4

Used to convert bounds information from World into Screen locations without view.

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pub fn world_to_screen_direct( screen_size: [f32; 2], scale: f32, projection: Mat4, left: f32, bottom: f32, right: f32, top: f32, ) -> Vec4

Used to convert bounds information from World into Screen locations.

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impl<Controls: Debug + Controls> Debug for System<Controls>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

Auto Trait Implementations§

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impl<Controls> Freeze for System<Controls>
where Controls: Freeze,

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impl<Controls> !RefUnwindSafe for System<Controls>

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impl<Controls> Send for System<Controls>
where Controls: Send,

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impl<Controls> Sync for System<Controls>
where Controls: Sync,

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impl<Controls> Unpin for System<Controls>
where Controls: Unpin,

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impl<Controls> !UnwindSafe for System<Controls>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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where T: ?Sized,

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Immutably borrows from an owned value. Read more
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Mutably borrows from an owned value. Read more
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fn downcast(&self) -> &T

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Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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