pub struct Camera2D {
    pub rotation: f32,
    pub zoom: Vec2,
    pub target: Vec2,
    pub offset: Vec2,
    pub render_target: Option<RenderTarget>,
    pub viewport: Option<(i32, i32, i32, i32)>,
}

Fields

rotation: f32

Rotation in degrees

zoom: Vec2

Scaling, should be (1.0, 1.0) by default

target: Vec2

Rotation and zoom origin

offset: Vec2

Displacement from target

render_target: Option<RenderTarget>

If “render_target” is set - camera will render to texture otherwise to the screen

viewport: Option<(i32, i32, i32, i32)>

Part of the screen to render to

None means the whole screen

Viewport do not affect camera space, just the render position on the screen

Useful for things like splitscreen

Implementations

Will make camera space equals given rect

Returns the screen space position for a 2d camera world space position Screen position in window space - from (0, 0) to (screen_width, screen_height())

Trait Implementations

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Auto Trait Implementations

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