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.
Fields§
§rotation: Matrix3<f32>World-to-camera rotation matrix.
translation: Vector3<f32>World-to-camera translation.
focal_x: f32Focal length in pixels (horizontal).
focal_y: f32Focal length in pixels (vertical).
cx: f32Principal point x (pixels).
cy: f32Principal point y (pixels).
width: u32Image width in pixels.
height: u32Image height in pixels.
near: f32Near clipping plane.
far: f32Far clipping plane.
Implementations§
Source§impl Camera
impl Camera
Sourcepub fn default_front(width: u32, height: u32) -> Self
pub fn default_front(width: u32, height: u32) -> Self
Create a default front-facing camera suitable for head rendering.
Sourcepub fn world_to_cam(&self, p: &Point3<f32>) -> Point3<f32>
pub fn world_to_cam(&self, p: &Point3<f32>) -> Point3<f32>
Transform a world-space point to camera space.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Camera
impl RefUnwindSafe for Camera
impl Send for Camera
impl Sync for Camera
impl Unpin for Camera
impl UnsafeUnpin for Camera
impl UnwindSafe for Camera
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T: ?Sized,
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