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Camera

Struct Camera 

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pub struct Camera {
    pub center: [f32; 2],
    pub zoom: f32,
    pub viewport: [f32; 2],
    pub fade: f32,
    pub target_center: [f32; 2],
    pub target_zoom: f32,
    pub gliding: bool,
}

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§center: [f32; 2]§zoom: f32§viewport: [f32; 2]§fade: f32§target_center: [f32; 2]§target_zoom: f32§gliding: bool

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impl Camera

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pub fn new(width: f32, height: f32) -> Self

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pub fn uniform(&self) -> CameraUniform

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pub fn pan_pixels(&mut self, dx: f32, dy: f32)

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pub fn zoom_by(&mut self, factor: f32)

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pub fn fit_bounds(&mut self, min: [f32; 2], max: [f32; 2])

Center and zoom so the world-space AABB [min, max] fits the viewport with margin.

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pub fn snap_to(&mut self, center: [f32; 2], zoom: f32)

Jump immediately to center/zoom (no glide); clears any glide.

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pub fn glide_to(&mut self, center: [f32; 2], zoom: f32)

Begin easing toward center/zoom.

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pub fn tick(&mut self, dt_ms: f32, dur_ms: f32)

Advance an in-flight glide by dt_ms, using dur_ms to set the pace. Built-in smooth (exponential) ease — no graph-explorer-style dependency. No-op when not gliding; snaps when dur_ms <= 0.

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pub fn view_for_bounds(&self, min: [f32; 2], max: [f32; 2]) -> ([f32; 2], f32)

Compute the (center, zoom) that frames world-AABB [min,max] with margin.

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pub fn glide_bounds(&mut self, min: [f32; 2], max: [f32; 2])

Glide to frame world-AABB [min,max].

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pub fn project(&self, world: [f32; 2]) -> [f32; 2]

World coordinates -> screen pixels (origin top-left; matches the label projection).

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pub fn unproject(&self, screen: [f32; 2]) -> [f32; 2]

Screen pixels (origin top-left) -> world coordinates. Exact inverse of project, including the y-flip: screen y grows downward, world y up.

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