[−][src]Struct tetra::graphics::Camera
A camera that can be used to transform the player's view of the scene.
To apply the transformation, call the as_matrix
method and pass the
resulting Mat4
to graphics::set_transform_matrix
.
To disable it, call graphics::reset_transform_matrix
.
The camera's matrix is cached internally as an optimization. After adjusting parameters
on the camera, you can call the update
method to recalculate the matrix.
Examples
The camera
example demonstrates how a camera can be used to transform a simple
scene.
Fields
position: Vec2<f32>
The position of the camera.
rotation: f32
The rotation of the camera, in radians.
zoom: f32
The zoom level of the camera.
viewport_width: f32
The width of the camera's viewport.
viewport_height: f32
The height of the camera's viewport.
Implementations
impl Camera
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pub fn new(viewport_width: f32, viewport_height: f32) -> Camera
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Creates a new camera with the given viewport size.
pub fn with_window_size(ctx: &Context) -> Camera
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Creates a new camera, with the viewport size set to match the size of the window.
This is a useful shortcut if your game renders at a 1:1 ratio with the game window.
If you're rendering to a differently sized target (e.g. a Canvas
or a
ScreenScaler
), then you should use call new
with the target size
instead.
Note that if the window is resized, the camera's viewport size will not automatically
update. If you need to keep the window size and the viewport size in sync, then call
set_viewport_size
in your State
's event
method when Event::Resized
is fired.
pub fn set_viewport_size(&mut self, width: f32, height: f32)
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Sets the size of the camera's viewport.
pub fn update(&mut self)
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Recalculates the transformation matrix, based on the data currently contained within the camera.
pub fn as_matrix(&self) -> Mat4<f32>
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Returns the current transformation matrix.
Pass this to graphics::set_transform_matrix
to apply the transformation to
your scene. To disable the transformation, call graphics::reset_transform_matrix
.
The matrix is cached internally, so calling this method multiple times will not cause it to be recalculated from scratch.
pub fn project(&self, point: Vec2<f32>) -> Vec2<f32>
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Projects a point from world co-ordinates to camera co-ordinates.
pub fn unproject(&self, point: Vec2<f32>) -> Vec2<f32>
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Projects a point from camera co-ordinates to world co-ordinates.
pub fn mouse_position(&self, ctx: &Context) -> Vec2<f32>
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Returns the mouse's position in camera co-ordinates.
This is a shortcut for calling project(input::get_mouse_position(ctx))
.
As such, it does not take into account any other transformations
being made to the view (e.g. screen scaling).
pub fn mouse_x(&self, ctx: &Context) -> f32
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Returns the X co-ordinate of the mouse's position in camera co-ordinates.
This is a shortcut for calling project(input::get_mouse_position(ctx)).x
.
As such, it does not take into account any other transformations
being made to the view (e.g. screen scaling).
pub fn mouse_y(&self, ctx: &Context) -> f32
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Returns the Y co-ordinate of the mouse's position in camera co-ordinates.
This is a shortcut for calling project(input::get_mouse_position(ctx)).y
.
As such, it does not take into account any other transformations
being made to the view (e.g. screen scaling).
pub fn visible_rect(&self) -> Rectangle
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Calculates the visible rectangle of the camera.
When used on a rotated camera, this will return the smallest rectangle that contains the full camera viewport.
Note that this method does not take into account any other transformations being made to the view (e.g. screen scaling).
Trait Implementations
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
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> SetParameter for T
fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
T: Parameter<Self>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,