Struct Camera

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#[repr(C)]
pub struct Camera { pub entity: Entity, }
Expand description

Camera implements most of the functionality related to cameras. It deals with processing of mouse events and with moving the camera in an orbit like manner. It contains a reference to the entity in the world so that changes done by the camera object will directly affect the entity.

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§entity: Entity

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impl Camera

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pub fn new(name: &str, scene: &mut Scene, initialize: bool) -> Self

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pub fn from_entity(entity: Entity) -> Self

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pub fn is_initialized(&self, scene: &Scene) -> bool

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pub fn view_matrix(&self, scene: &Scene) -> Matrix4<f32>

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Will panic if the PosLookat component does not exist for this entity

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pub fn proj_matrix(&self, scene: &Scene) -> Matrix4<f32>

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Will panic if the Projection component does not exist for this entity

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pub fn proj_matrix_reverse_z(&self, scene: &Scene) -> Matrix4<f32>

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Will panic if the Projection component does not exist for this entity

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pub fn two_axis_rotation( cam_axis_x: Vector3<f32>, viewport_size: Vector2<f32>, speed: f32, prev_mouse: Vector2<f32>, current_mouse: Vector2<f32>, ) -> (Rotation3<f32>, Rotation3<f32>)

Performs a two-axis rotation of the camera by mapping the xy coordianates of the mouse to rotation around the Y axis of the world and the X axis of the camera.

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pub fn project( &self, point_world: Point3<f32>, view: Matrix4<f32>, proj: Matrix4<f32>, viewport_size: Vector2<f32>, ) -> Vector3<f32>

Projects from 3D world to 2D screen coordinates in the range [0, viewport_width] and [0, viewport_height]

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pub fn unproject( &self, win: Point3<f32>, view: Matrix4<f32>, proj: Matrix4<f32>, viewport_size: Vector2<f32>, ) -> Vector3<f32>

Unprojects from 2D screen coordinates in range [0, viewport_width] and [0, viewport_height] to 3D world # Panics Will panic if the proj*view matrix is not invertable

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pub fn clear_click(&self, scene: &mut Scene)

Clear the click state once processed, so this doesnt keep running

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pub fn is_click(&self, scene: &Scene) -> bool

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pub fn touch_pressed(&mut self, touch_event: &Touch, scene: &mut Scene)

Handle the event of touching with a finger

§Panics

Will panic if the CamController component does not exist for this entity

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pub fn touch_released(&mut self, touch_event: &Touch, scene: &mut Scene)

Handle the event of pressing mouse

§Panics

Will panic if the CamController component does not exist for this entity

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pub fn reset_all_touch_presses(&mut self, scene: &mut Scene)

§Panics

Will panic if the CamController component does not exist for this entity

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pub fn process_touch_move( &mut self, touch_event: &Touch, viewport_width: u32, viewport_height: u32, scene: &mut Scene, )

§Panics

Will panic if the CamController component does not exist for this entity

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pub fn mouse_pressed(&mut self, mouse_button: &MouseButton, scene: &mut Scene)

Handle the event of pressing mouse

§Panics

Will panic if the CamController component does not exist for this entity

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pub fn mouse_released(&mut self, scene: &mut Scene)

Handle the event of releasing mouse

§Panics

Will panic if the CamController component does not exist for this entity

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pub fn process_mouse_move( &mut self, position_x: f64, position_y: f64, viewport_width: u32, viewport_height: u32, scene: &mut Scene, )

Handle the event of dragging the mouse on the window

§Panics

Will panic if the PosLookat, Projection, CamController component does not exist for this entity

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pub fn process_mouse_scroll( &mut self, delta: &MouseScrollDelta, scene: &mut Scene, )

Handle event of scrolling the mouse wheel. It performs a zoom.

§Panics

Will panic if the PosLookat, CamController component does not exist for this entity

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pub fn set_aspect_ratio(&mut self, val: f32, scene: &mut Scene)

Resizing the window means that the projection matrix of the camera has to change accordingly so as to not squish the scene # Panics Will panic if the Projection component does not exist for this entity

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pub fn set_aspect_ratio_maybe(&mut self, val: f32, scene: &mut Scene)

Resizing the window means that the projection matrix of the camera has to change accordingly so as to not squish the scene

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pub fn near_far(&self, scene: &mut Scene) -> (f32, f32)

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pub fn set_target_res(&mut self, width: u32, height: u32, scene: &mut Scene)

Unconditionally sets the target res, regardless of the update mode

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pub fn on_window_resize(&mut self, width: u32, height: u32, scene: &mut Scene)

Sets the target res on window resizing, only updates if the updatemode is WindowSize

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pub fn get_target_res(&self, scene: &Scene) -> (u32, u32)

Auto Trait Implementations§

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impl Freeze for Camera

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impl RefUnwindSafe for Camera

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impl Send for Camera

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impl Sync for Camera

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impl Unpin for Camera

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impl UnwindSafe for Camera

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