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Camera

Struct Camera 

Source
pub struct Camera {
    pub position: Point3<f32>,
    pub target: Point3<f32>,
    pub up: Vector3<f32>,
    /* private fields */
}
Expand description

Represents a camera in a 3D scene.

The camera defines the view and projection matrices used to render the scene.

Fields§

§position: Point3<f32>

The position of the camera in world space.

§target: Point3<f32>

The target point the camera is looking at.

§up: Vector3<f32>

The up vector of the camera, defining its orientation.

Implementations§

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impl Camera

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pub fn new( position: Point3<f32>, target: Point3<f32>, up: Vector3<f32>, camera_type: CameraType, ) -> Self

Creates a new camera with the specified position, target, up vector, and projection type.

§Arguments
  • position - The position of the camera in world space.
  • target - The target point the camera is looking at.
  • up - The up vector of the camera, defining its orientation.
  • camera_type - The type of projection used by the camera (perspective or orthographic).
§Returns

A Camera instance with the specified parameters.

Source

pub fn view_matrix(&self) -> Matrix4<f32>

Returns the view matrix for the camera.

The view matrix transforms world coordinates into camera coordinates. The returned matrix is a right-handed matrix, meaning that the camera is assumed to be looking down the negative z-axis of the world space.

Source

pub fn projection_matrix(&self) -> Matrix4<f32>

Returns the projection matrix for the camera.

The projection matrix transforms camera coordinates into normalized device coordinates. The returned matrix is a right-handed matrix, meaning that the camera is assumed to be looking down the negative z-axis of the camera space.

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