pub struct Projection {
pub clip_near: f32,
pub clip_far: f32,
pub model_matrix: Matrix4<f32>,
pub view_matrix: Matrix4<f32>,
pub projection_matrix: Matrix4<f32>,
pub derived_pvm: Matrix4<f32>,
pub derived_vm: Matrix4<f32>,
}Fields§
§clip_near: f32§clip_far: f32§model_matrix: Matrix4<f32>§view_matrix: Matrix4<f32>§projection_matrix: Matrix4<f32>§derived_pvm: Matrix4<f32>§derived_vm: Matrix4<f32>Implementations§
Source§impl Projection
impl Projection
pub fn set_model_matrix(&mut self, model_matrix: Matrix4<f32>)
pub fn set_view_matrix(&mut self, view_matrix: Matrix4<f32>)
pub fn set_projection_matrix(&mut self, projection_matrix: Matrix4<f32>)
pub fn set_model_transform(&mut self, model_transform: Transform)
pub fn set_view_look_at(&mut self, eye: Point3<f32>, look_at: Point3<f32>)
Sourcepub fn set_perspective_projection(
&mut self,
fov_deg: f32,
aspect: f32,
near: f32,
far: f32,
)
pub fn set_perspective_projection( &mut self, fov_deg: f32, aspect: f32, near: f32, far: f32, )
fov_deg is the vertical field of view in degrees aspect is width / height
pub fn set_ortho_projection(&mut self, w: f32, h: f32, near: f32, far: f32)
pub fn update_uniforms(&mut self, uniforms: &mut Uniforms)
pub fn screen_space_to_world_space( &self, screen_space: Point3<f32>, ) -> Point3<f32>
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Projection
impl RefUnwindSafe for Projection
impl Send for Projection
impl Sync for Projection
impl Unpin for Projection
impl UnwindSafe for Projection
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