gemini_engine::view3d

Struct Viewport

Source
pub struct Viewport {
    pub camera_transform: Transform3D,
    pub fov: f64,
    pub canvas_centre: Vec2D,
    pub objects: Vec<Mesh3D>,
    pub display_mode: DisplayMode,
    pub character_width_multiplier: f64,
    pub clipping_distace: f64,
}
Expand description

The Viewport handles drawing 3D objects to a 2D Canvas, and also acts as the scene’s camera.

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§camera_transform: Transform3D

This transform is applied to every vertex in the scene. Transform3D::look_at_lh works best for this

§fov: f64

The Viewport’s field of view, in degrees

§canvas_centre: Vec2D

The centre of the view you intend to draw to. View.centre() returns exactly what you need for this

§objects: Vec<Mesh3D>

The objects to be drawn on the screen

§display_mode: DisplayMode

The style in which the objects should be rendered. Read DisplayMode for more info

§character_width_multiplier: f64

Most 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 2.0 but it will be different in most terminals

§clipping_distace: f64

Any face with vertices closer to the viewport than this value will be clipped

Implementations§

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impl Viewport

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pub const fn new( camera_transform: Transform3D, fov: f64, canvas_centre: Vec2D, ) -> Self

Create a new Viewport

Examples found in repository?
examples/donut.rs (lines 15-19)
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fn main() {
    let mut view = View::new(100, 45, ColChar::EMPTY);
    let mut viewport = Viewport::new(
        Transform3D::look_at_lh(Vec3D::new(0.0, -3.0, 6.0), Vec3D::ZERO, Vec3D::Y),
        FOV,
        view.center(),
    );

    viewport.display_mode = DisplayMode::Illuminated {
        lights: vec![
            Light::new_ambient(0.3),
            Light::new_directional(0.7, Vec3D::new(1.0, 1.0, 1.0)),
        ],
    };

    viewport.objects.push(Mesh3D::torus(1.8, 1.0, 32, 16));

    fps_gameloop!(
        {
            let donut_tr = &mut viewport.objects[0].transform;
            *donut_tr = donut_tr.mul_mat4(&Transform3D::from_rotation_y(-0.03));
            *donut_tr = donut_tr.mul_mat4(&Transform3D::from_rotation_x(0.03));
        },
        {
            view.clear();
            view.draw(&viewport);
            let _ = view.display_render();
        },
        FPS
    );
}
More examples
Hide additional examples
examples/spinning-cube.rs (lines 17-21)
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fn main() {
    let mut view = View::new(100, 50, ColChar::EMPTY);

    let mut viewport = Viewport::new(
        Transform3D::look_at_lh(Vec3D::new(0.0, -1.5, 4.3), Vec3D::ZERO, Vec3D::Y),
        FOV,
        view.center(),
    );
    viewport.objects.push(Mesh3D::default_cube());

    viewport.display_mode = DisplayMode::Illuminated {
        lights: vec![
            Light::new_ambient(0.3),
            Light::new_directional(0.6, Vec3D::new(0.5, 1.0, 1.0)),
        ],
    };

    fps_gameloop!(
        {
            viewport.objects[0].transform = viewport.objects[0]
                .transform
                .mul_mat4(&Transform3D::from_rotation_y(-0.05));
        },
        {
            view.clear();
            view.draw(&viewport);
            let _ = view.display_render();
        },
        FPS,
        |elapsed: Duration, frame_skip| {
            println!(
                "Elapsed: {:.2?}µs | Frame skip: {}",
                elapsed.as_micros(),
                frame_skip
            );
        }
    );
}

Trait Implementations§

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impl CanDraw for Viewport

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fn draw_to(&self, canvas: &mut impl Canvas)

Project the models and draw them onto a Canvas

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impl<T> Any for T
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fn type_id(&self) -> TypeId

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impl<T> Borrow<T> for T
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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

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impl<T> From<T> for T

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impl<T, U> TryFrom<U> for T
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type Error = Infallible

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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

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