pub struct CameraSystem {
pub active_window_camera: Option<CameraHandle>,
pub active_xr_camera: Option<ComponentId>,
/* private fields */
}Fields§
§active_window_camera: Option<CameraHandle>§active_xr_camera: Option<ComponentId>Implementations§
Source§impl CameraSystem
impl CameraSystem
pub fn new() -> Self
Sourcepub fn register_camera(
&mut self,
world: &mut World,
visuals: &mut VisualWorld,
component: ComponentId,
) -> CameraHandle
pub fn register_camera( &mut self, world: &mut World, visuals: &mut VisualWorld, component: ComponentId, ) -> CameraHandle
Registers a camera derived from the component tree.
The newest registered camera becomes active.
pub fn set_active_window_camera( &mut self, visuals: &mut VisualWorld, h: CameraHandle, )
pub fn set_active_xr_camera( &mut self, world: &World, visuals: &mut VisualWorld, component: ComponentId, )
Sourcepub fn update_camera_2d_from_parent_transform(
&mut self,
world: &World,
visuals: &mut VisualWorld,
camera2d_component_id: ComponentId,
transform_component_id: ComponentId,
)
pub fn update_camera_2d_from_parent_transform( &mut self, world: &World, visuals: &mut VisualWorld, camera2d_component_id: ComponentId, transform_component_id: ComponentId, )
Update Camera2D view/proj from the component tree.
camera2d_component_id should be the Camera2DComponent, whose parent is typically a TransformComponent.
Sourcepub fn register_camera2d(
&mut self,
_world: &mut World,
_visuals: &mut VisualWorld,
component: ComponentId,
) -> CameraHandle
pub fn register_camera2d( &mut self, _world: &mut World, _visuals: &mut VisualWorld, component: ComponentId, ) -> CameraHandle
Register a Camera2D component.
pub fn active_window_camera_matrices( &self, ) -> Option<([[f32; 4]; 4], [[f32; 4]; 4])>
pub fn has_active_window_camera(&self) -> bool
Sourcepub fn update_camera_3d_from_parent_transform(
&mut self,
world: &World,
visuals: &mut VisualWorld,
camera3d_component_id: ComponentId,
transform_component_id: ComponentId,
)
pub fn update_camera_3d_from_parent_transform( &mut self, world: &World, visuals: &mut VisualWorld, camera3d_component_id: ComponentId, transform_component_id: ComponentId, )
Update Camera3D view/proj from the component tree.
camera3d_component_id should be the Camera3DComponent, whose parent is typically a TransformComponent.
Trait Implementations§
Source§impl Debug for CameraSystem
impl Debug for CameraSystem
Source§impl Default for CameraSystem
impl Default for CameraSystem
Source§fn default() -> CameraSystem
fn default() -> CameraSystem
Returns the “default value” for a type. Read more
Source§impl System for CameraSystem
impl System for CameraSystem
fn tick( &mut self, world: &mut World, visuals: &mut VisualWorld, _input: &InputState, _dt_sec: f32, )
Auto Trait Implementations§
impl Freeze for CameraSystem
impl RefUnwindSafe for CameraSystem
impl Send for CameraSystem
impl Sync for CameraSystem
impl Unpin for CameraSystem
impl UnsafeUnpin for CameraSystem
impl UnwindSafe for CameraSystem
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.