Struct gemini_engine::elements3d::view3d::Viewport
source · pub struct Viewport {
pub transform: Transform3D,
pub fov: f64,
pub origin: Vec2D,
pub character_width_multiplier: f64,
}Expand description
The Viewport handles printing 3D objects to a 2D [View], and also acts as the scene’s camera.
Fields§
§transform: Transform3DHow the Viewport is oriented in the 3D scene
fov: f64The Viewport’s field of view
origin: Vec2DThe center of the view you intend to print to. You can use View.center() as the input for this
character_width_multiplier: f64Most terminals don’t have perfectly square characters. The value you set here is how much the final image will be stretched in the X axis to account for this. The default value is 2.2 but it will be different in most terminals
Implementations§
source§impl Viewport
impl Viewport
sourcepub fn new(transform: Transform3D, fov: f64, origin: Vec2D) -> Self
pub fn new(transform: Transform3D, fov: f64, origin: Vec2D) -> Self
Examples found in repository?
examples/spinning-cube.rs (lines 15-19)
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fn main() {
let mut frame_skip = false;
let mut view = View::new(350, 90, ColChar::BACKGROUND);
let mut viewport = Viewport::new(
Transform3D::new_tr(Vec3D::new(0.0, 0.0, 5.0), Vec3D::new(-0.5, 0.3, 0.0)),
FOV,
Vec2D::new((view.width / 2) as isize, (view.height / 2) as isize),
);
let cube = Mesh3D::default_cube();
loop {
let now = gameloop::Instant::now();
view.clear();
viewport.transform.rotation.y -= 0.05;
match frame_skip {
true => frame_skip = false,
false => {
view.blit(
&viewport.render(vec![&cube], DisplayMode::Solid),
Wrapping::Ignore,
);
view.display_render().unwrap();
}
}
let elapsed = now.elapsed();
println!(
"Elapsed: {:.2?}µs | Frame skip: {}",
elapsed.as_micros(),
frame_skip
);
frame_skip = gameloop::sleep_fps(FPS, Some(elapsed));
}
}pub fn perspective(&self, pos: Vec3D) -> Vec2D
sourcepub fn transform_vertices(&self, object: &impl ViewElement3D) -> Vec<Vec3D>
pub fn transform_vertices(&self, object: &impl ViewElement3D) -> Vec<Vec3D>
Return the object’s vertices, transformed
sourcepub fn get_vertices_on_screen(
&self,
object: &impl ViewElement3D
) -> (Vec<Vec2D>, Vec<f64>)
pub fn get_vertices_on_screen( &self, object: &impl ViewElement3D ) -> (Vec<Vec2D>, Vec<f64>)
Return the screen coordinates and distance from the view for each vertex, as parallel vectors
sourcepub fn render(
&self,
objects: Vec<&impl ViewElement3D>,
display_mode: DisplayMode
) -> PixelContainer
pub fn render( &self, objects: Vec<&impl ViewElement3D>, display_mode: DisplayMode ) -> PixelContainer
Examples found in repository?
examples/spinning-cube.rs (line 33)
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fn main() {
let mut frame_skip = false;
let mut view = View::new(350, 90, ColChar::BACKGROUND);
let mut viewport = Viewport::new(
Transform3D::new_tr(Vec3D::new(0.0, 0.0, 5.0), Vec3D::new(-0.5, 0.3, 0.0)),
FOV,
Vec2D::new((view.width / 2) as isize, (view.height / 2) as isize),
);
let cube = Mesh3D::default_cube();
loop {
let now = gameloop::Instant::now();
view.clear();
viewport.transform.rotation.y -= 0.05;
match frame_skip {
true => frame_skip = false,
false => {
view.blit(
&viewport.render(vec![&cube], DisplayMode::Solid),
Wrapping::Ignore,
);
view.display_render().unwrap();
}
}
let elapsed = now.elapsed();
println!(
"Elapsed: {:.2?}µs | Frame skip: {}",
elapsed.as_micros(),
frame_skip
);
frame_skip = gameloop::sleep_fps(FPS, Some(elapsed));
}
}Auto Trait Implementations§
impl RefUnwindSafe for Viewport
impl Send for Viewport
impl Sync for Viewport
impl Unpin for Viewport
impl UnwindSafe for Viewport
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