pub struct ResolvedCamera {
pub eye: Vec3,
pub target: Vec3,
pub up: Vec3,
pub projection: Projection,
pub near: f32,
pub far: f32,
}Expand description
A resolved camera: concrete framing plus the matrices and projection
the backend and label layer need. Stored in Scene3DData.
Fields§
§eye: Vec3World-space eye position.
target: Vec3World-space look-at point.
up: Vec3Up vector — always Vec3::Y from CameraState::resolve
(pitch clamping keeps it from degenerating).
projection: ProjectionHow the camera projects (perspective for 3D, orthographic for 2D).
near: f32Near clip-plane distance from the eye, world units.
far: f32Far clip-plane distance from the eye, world units.
Implementations§
Source§impl ResolvedCamera
impl ResolvedCamera
Sourcepub fn orthographic(center: Vec2, half_w: f32, half_h: f32) -> ResolvedCamera
pub fn orthographic(center: Vec2, half_w: f32, half_h: f32) -> ResolvedCamera
An orthographic camera that maps the scale-space window centred at
center with half-extents (half_w, half_h) to the full rect —
the 2D-plot data-layer camera. Looks straight down -Z at the
z = 0 plane the 2D geometry lives on; aspect is ignored (the
half-extents already encode the window’s shape).
Sourcepub fn proj(&self, aspect: f32) -> Mat4
pub fn proj(&self, aspect: f32) -> Mat4
Projection matrix for aspect (width/height), 0..1 depth range
(wgpu convention). Perspective uses aspect; orthographic ignores it.
Sourcepub fn view_proj(&self, aspect: f32) -> Mat4
pub fn view_proj(&self, aspect: f32) -> Mat4
proj(aspect) * view() — the matrix backends upload.
Sourcepub fn project_to_screen(&self, world: Vec3, viewport: Rect) -> Option<Vec2>
pub fn project_to_screen(&self, world: Vec3, viewport: Rect) -> Option<Vec2>
Project a world point to screen-space (logical px) within
viewport. Returns None for points at or behind the camera
plane (w <= 0), so label callers cull them rather than drawing a
mirrored ghost. Points in front but outside the rect still return
Some — clipping to the rect is the caller’s choice.
Sourcepub fn project_to_screen_with_depth(
&self,
world: Vec3,
viewport: Rect,
) -> Option<(Vec2, f32)>
pub fn project_to_screen_with_depth( &self, world: Vec3, viewport: Rect, ) -> Option<(Vec2, f32)>
Like project_to_screen but also returns
the point’s normalised device depth in [0, 1] (wgpu convention:
0 near, 1 far) — the same space a Depth32Float buffer stores,
so callers can depth-test a projected anchor against a captured
scene depth map. None when the point is at/behind the camera.
Trait Implementations§
Source§impl Clone for ResolvedCamera
impl Clone for ResolvedCamera
Source§fn clone(&self) -> ResolvedCamera
fn clone(&self) -> ResolvedCamera
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreimpl Copy for ResolvedCamera
Source§impl Debug for ResolvedCamera
impl Debug for ResolvedCamera
Source§impl PartialEq for ResolvedCamera
impl PartialEq for ResolvedCamera
Source§fn eq(&self, other: &ResolvedCamera) -> bool
fn eq(&self, other: &ResolvedCamera) -> bool
self and other values to be equal, and is used by ==.impl StructuralPartialEq for ResolvedCamera
Auto Trait Implementations§
impl Freeze for ResolvedCamera
impl RefUnwindSafe for ResolvedCamera
impl Send for ResolvedCamera
impl Sync for ResolvedCamera
impl Unpin for ResolvedCamera
impl UnsafeUnpin for ResolvedCamera
impl UnwindSafe for ResolvedCamera
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
impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> Read<Exclusive, BecauseExclusive> for Twhere
T: ?Sized,
impl<T> Scalar for T
Source§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
Source§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
self from the equivalent element of its
superset. Read moreSource§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
self is actually part of its subset T (and can be converted to it).Source§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
self.to_subset but without any property checks. Always succeeds.Source§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
self to the equivalent element of its superset.