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Camera2D

Struct Camera2D 

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pub struct Camera2D {
    pub rotation: f32,
    pub zoom: Vec2,
    pub target: Vec2,
    pub offset: Vec2,
    pub render_target: Option<RenderTarget>,
    pub viewport: Option<(i32, i32, i32, i32)>,
}

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§rotation: f32

Rotation in degrees.

§zoom: Vec2

Scaling, should be (1.0, 1.0) by default.

§target: Vec2

Rotation and zoom origin.

§offset: Vec2

Displacement from target.

§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.

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impl Camera2D

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pub fn from_display_rect(rect: Rect) -> Camera2D

Will make camera space equals given rect.

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impl Camera2D

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pub fn world_to_screen(&self, point: Vec2) -> Vec2

Returns the screen space position for a 2d camera world space position.

Screen position in window space - from (0, 0) to (screen_width, screen_height()). When a viewport is set, returns coordinates within that viewport’s screen region.

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pub fn screen_to_world(&self, point: Vec2) -> Vec2

Returns the world space position for a 2d camera screen space position.

Point is a screen space position, often mouse x and y.

Trait Implementations§

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impl Camera for Camera2D

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impl Debug for Camera2D

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

Formats the value using the given formatter. Read more
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impl Default for Camera2D

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fn default() -> Camera2D

Returns the “default value” for a type. Read more
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impl From<&Camera> for Camera2D

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fn from(val: &Camera) -> Camera2D

Converts to this type from the input type.

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