pub struct Camera {
pub position: Point3<f32>,
pub near: f32,
pub far: f32,
pub vp_matrix: Matrix4<f32>,
/* private fields */
}Fields§
§position: Point3<f32>§near: f32§far: f32§vp_matrix: Matrix4<f32>Implementations§
Source§impl Camera
impl Camera
pub fn new(aspect_ratio: f32) -> Camera
pub fn set_position(&mut self, pos: Point3<f32>)
pub fn set_fovy(&mut self, fovy: f32)
pub fn set_near(&mut self, near: f32)
pub fn set_far(&mut self, far: f32)
Sourcepub fn set_near_far(&mut self, near: f32, far: f32)
pub fn set_near_far(&mut self, near: f32, far: f32)
Set both near and far planes (for better Z-buffer precision)
Important: Keep the near/far ratio as small as possible to reduce Z-fighting. A ratio of 20:1 or less is recommended. For example:
- Small scene (0.5-10 units): near=0.5, far=10.0 (20:1)
- Medium scene (1-15 units): near=1.0, far=15.0 (15:1)
- Large scene (2-20 units): near=2.0, far=20.0 (10:1)
See ZBUFFER_TUNING.md for detailed guidance.
Sourcepub fn get_near_far_ratio(&self) -> f32
pub fn get_near_far_ratio(&self) -> f32
Get the current near/far ratio (lower is better for Z-buffer precision)
pub fn set_target(&mut self, target: Point3<f32>)
pub fn get_direction(&self) -> Vector3<f32>
pub fn get_aspect_ratio(&self) -> f32
Auto Trait Implementations§
impl Freeze for Camera
impl RefUnwindSafe for Camera
impl Send for Camera
impl Sync for Camera
impl Unpin for Camera
impl UnsafeUnpin for Camera
impl UnwindSafe for Camera
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