pub struct ResolvedCamera {
pub eye: Vec3,
pub target: Vec3,
pub up: Vec3,
pub fov_y: f32,
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: Vec3§target: Vec3§up: Vec3§fov_y: f32§near: f32§far: f32Implementations§
Source§impl ResolvedCamera
impl ResolvedCamera
pub fn view(&self) -> Mat4
pub fn proj(&self, aspect: f32) -> Mat4
pub fn view_proj(&self, aspect: f32) -> Mat4
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
Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§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
Tests for
self and other values to be equal, and is used by ==.impl Copy for ResolvedCamera
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
Mutably borrows from an owned value. Read more
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
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>
The inverse inclusion map: attempts to construct
self from the equivalent element of its
superset. Read moreSource§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
Checks if
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
Use with care! Same as
self.to_subset but without any property checks. Always succeeds.Source§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self to the equivalent element of its superset.