pub struct Camera3D {
pub position: Vec3,
pub target: Vec3,
pub up: Vec3,
pub fovy: f32,
pub aspect: Option<f32>,
pub projection: Projection,
pub render_target: Option<RenderTarget>,
pub viewport: Option<(i32, i32, i32, i32)>,
}
Fields
position: Vec3
Camera position
target: Vec3
Camera target it looks-at
up: Vec3
Camera up vector (rotation over its axis)
fovy: f32
Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
aspect: Option<f32>
Screen aspect ratio By default aspect is calculated with screen_width() / screen_height() on each frame
projection: Projection
Camera projection type, perspective or orthographics
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
Trait Implementations
impl Copy for Camera3D
Auto Trait Implementations
impl RefUnwindSafe for Camera3D
impl Send for Camera3D
impl Sync for Camera3D
impl Unpin for Camera3D
impl UnwindSafe for Camera3D
Blanket Implementations
sourceimpl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more