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Camera

Struct Camera 

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pub struct Camera {
    pub rotation: Matrix3<f32>,
    pub translation: Vector3<f32>,
    pub focal_x: f32,
    pub focal_y: f32,
    pub cx: f32,
    pub cy: f32,
    pub width: u32,
    pub height: u32,
    pub near: f32,
    pub far: f32,
}
Expand description

Simple pinhole camera for rendering.

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§rotation: Matrix3<f32>

World-to-camera rotation matrix.

§translation: Vector3<f32>

World-to-camera translation.

§focal_x: f32

Focal length in pixels (horizontal).

§focal_y: f32

Focal length in pixels (vertical).

§cx: f32

Principal point x (pixels).

§cy: f32

Principal point y (pixels).

§width: u32

Image width in pixels.

§height: u32

Image height in pixels.

§near: f32

Near clipping plane.

§far: f32

Far clipping plane.

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impl Camera

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pub fn default_front(width: u32, height: u32) -> Self

Create a default front-facing camera suitable for head rendering.

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pub fn world_to_cam(&self, p: &Point3<f32>) -> Point3<f32>

Transform a world-space point to camera space.

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pub fn project(&self, p_cam: &Point3<f32>) -> [f32; 2]

Project a camera-space point to pixel coordinates.

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pub fn project_with_recip_z( &self, p_cam: &Point3<f32>, recip_z: f32, ) -> [f32; 2]

Project a camera-space point with pre-computed z reciprocal (optimized).

Trait Implementations§

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impl Clone for Camera

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fn clone(&self) -> Camera

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Camera

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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