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CameraView

Struct CameraView 

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pub struct CameraView { /* private fields */ }
Expand description

A camera view structure for visualizing camera poses.

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impl CameraView

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pub fn new(name: impl Into<String>, params: CameraParameters) -> Self

Creates a new camera view from camera parameters.

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pub fn from_look_at( name: impl Into<String>, position: Vec3, look_at: Vec3, up: Vec3, fov_vertical_degrees: f32, aspect_ratio: f32, ) -> Self

Creates a camera view with position and look direction.

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pub fn params(&self) -> &CameraParameters

Gets the camera parameters.

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pub fn set_params(&mut self, params: CameraParameters) -> &mut Self

Updates the camera parameters.

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pub fn color(&self) -> Vec4

Gets the widget color.

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pub fn set_color(&mut self, color: Vec3) -> &mut Self

Sets the widget color.

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pub fn widget_focal_length(&self) -> f32

Gets the widget focal length (distance from camera origin to frame).

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pub fn set_widget_focal_length( &mut self, length: f32, is_relative: bool, ) -> &mut Self

Sets the widget focal length.

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pub fn widget_thickness(&self) -> f32

Gets the widget thickness (line/sphere radius relative to focal length).

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pub fn set_widget_thickness(&mut self, thickness: f32) -> &mut Self

Sets the widget thickness.

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pub fn needs_reinit(&self, length_scale: f32) -> bool

Returns true if geometry needs to be (re-)initialized because length_scale changed.

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pub fn init_render_data( &mut self, device: &Device, bind_group_layout: &BindGroupLayout, camera_buffer: &Buffer, queue: &Queue, length_scale: f32, )

Initializes GPU render data.

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pub fn render_data(&self) -> Option<&CurveNetworkRenderData>

Returns the render data if available.

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pub fn take_fly_to_request(&mut self) -> bool

Returns true if the user has requested to fly to this camera view. The flag is automatically cleared after reading.

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pub fn build_egui_ui(&mut self, ui: &mut Ui)

Builds the egui UI for this camera view.

Trait Implementations§

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impl HasQuantities for CameraView

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fn add_quantity(&mut self, quantity: Box<dyn Quantity>)

Adds a quantity to this structure.
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fn get_quantity(&self, name: &str) -> Option<&dyn Quantity>

Gets a quantity by name.
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fn get_quantity_mut(&mut self, name: &str) -> Option<&mut Box<dyn Quantity>>

Gets a mutable quantity by name.
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fn remove_quantity(&mut self, name: &str) -> Option<Box<dyn Quantity>>

Removes a quantity by name.
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fn quantities(&self) -> &[Box<dyn Quantity>]

Returns all quantities attached to this structure.
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fn num_quantities(&self) -> usize

Returns the number of quantities attached.
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impl Structure for CameraView

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fn as_any(&self) -> &dyn Any

Returns a reference to self as Any for downcasting.
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fn as_any_mut(&mut self) -> &mut dyn Any

Returns a mutable reference to self as Any for downcasting.
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fn name(&self) -> &str

Returns the unique name of this structure.
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fn type_name(&self) -> &'static str

Returns the type name of this structure (e.g., “PointCloud”, “SurfaceMesh”).
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fn bounding_box(&self) -> Option<(Vec3, Vec3)>

Returns the axis-aligned bounding box in world coordinates. Read more
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fn length_scale(&self) -> f32

Returns a characteristic length scale for this structure.
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fn transform(&self) -> Mat4

Returns the current model transform matrix.
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fn set_transform(&mut self, transform: Mat4)

Sets the model transform matrix.
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fn is_enabled(&self) -> bool

Returns whether this structure is currently visible.
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fn set_enabled(&mut self, enabled: bool)

Sets the visibility of this structure.
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fn draw(&self, _ctx: &mut dyn RenderContext)

Draws this structure to the scene. Read more
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fn draw_pick(&self, _ctx: &mut dyn RenderContext)

Draws this structure for picking/selection. Read more
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fn build_ui(&mut self, _ui: &dyn Any)

Builds the ImGui UI for this structure.
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fn build_pick_ui(&self, _ui: &dyn Any, _pick: &PickResult)

Builds the ImGui UI for a picked element.
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fn clear_gpu_resources(&mut self)

Clears all GPU resources (render data, pick buffers, etc.). Read more
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fn refresh(&mut self)

Refreshes GPU resources after data changes.
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fn center_bounding_box(&mut self)

Centers the camera on this structure’s bounding box.
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fn reset_transform(&mut self)

Resets the transform to identity.
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fn material(&self) -> &str

Returns the material name for this structure (e.g., “clay”, “wax”).
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fn set_material(&mut self, _material: &str)

Sets the material for this structure by name.

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