pub struct Camera {
pub fov_y: f32,
pub aspect: f32,
pub near: f32,
pub far: f32,
pub position: Vec3,
pub orientation: Quaternion,
pub proj_mat: Mat4,
pub fog_density: f32,
pub fog_power: f32,
pub fog_start: f32,
pub fog_end: f32,
pub fog_color: [f32; 3],
}Fields§
§fov_y: f32§aspect: f32§near: f32§far: f32§position: Vec3Position shifts all points prior to the camera transform; this is what we adjust with move keys.
orientation: Quaternion§proj_mat: Mat4We store the projection matrix here since it only changes when we change the camera cfg.
fog_density: f32These are in distances from the camera. E scale within band. 1.0 is a good baseline.
fog_power: f32Curve steepness, e.g. 4–8. Higher means more of a near “wall” with heavy far fade.
fog_start: f32distance where fog begins
fog_end: f32Distance where fog reaches full strength
fog_color: [f32; 3]Implementations§
Source§impl Camera
impl Camera
pub fn to_bytes(&self) -> [u8; 128]
Sourcepub fn update_proj_mat(&mut self)
pub fn update_proj_mat(&mut self)
Updates the projection matrix based on the projection parameters. Run this after updating the parameters.
Sourcepub fn view_mat(&self) -> Mat4
pub fn view_mat(&self) -> Mat4
Calculate the view matrix: This is a translation of the negative coordinates of the camera’s position, applied before the camera’s rotation.
pub fn view_size(&self, far: bool) -> (f32, f32)
Trait Implementations§
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impl Freeze for Camera
impl RefUnwindSafe for Camera
impl Send for Camera
impl Sync for Camera
impl Unpin for Camera
impl UnwindSafe for Camera
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