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Camera2d

Struct Camera2d 

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pub struct Camera2d {
    pub center: Vec2,
    pub offset: Vec2,
    pub units_per_pixel: f32,
    pub zoom: f32,
    pub roll: f32,
}
Expand description

2D orthographic camera. Owned by the UI (signals), copied into the snapshot per frame. effective_center is center + offset. Canvas, GPU batch, and picks derive from these fields together.

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§center: Vec2

Follow target in world units. Defaults to (0, 0). Scroll limits clamp this field; shake goes in offset.

§offset: Vec2

Momentary displacement added to center. Defaults to (0, 0). Applied after scroll limits; game code decays it toward zero.

§units_per_pixel: f32

World units per screen pixel at zoom 1. Defaults to 1.0. Visible width is viewport_dp * units_per_pixel / zoom. Non-positive values fall back to 1.0 (guards division).

§zoom: f32

Magnification. Defaults to 1.0; higher zooms in. Non-positive values fall back to 1.0.

§roll: f32

Roll in radians about the look point. Defaults to 0.0. Applied on canvas, GPU, picks, and actor surfaces alike.

Implementations§

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impl Camera2d

Scroll limits and follow smoothing live in game_utils_repame::feel. They run game-side when producing the snapshot; this crate only

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pub fn effective_center(&self) -> [f32; 2]

Effective look point: center + offset. Canvas, GPU batch, picks, and actor surfaces all use this value.

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pub fn fit_matrix(&self, canvas_dp: [f32; 2], world_size: [f32; 2]) -> Mat4

Framing matrix used by GPU + picks. Prefer this over raw ortho. Includes roll around the look point.

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pub fn dp_to_world_pt( &self, canvas_dp: [f32; 2], world_size: [f32; 2], dp: [f32; 2], ) -> Vec2

World point under a dp-space cursor (density divided out). Includes roll.

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pub fn view_proj_screen(&self, viewport_px: [f32; 2]) -> Mat4

Raw ortho ignoring contain-fit letterbox. Kept for HUD overlays in screen space; viewport code must use fit_matrix.

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pub fn view_proj(&self, viewport_px: [f32; 2]) -> Mat4

👎Deprecated since 0.1.8:

ignores world_size; use fit_view_proj for the shared canvas/GPU/pick framing contract

Legacy y-down view-projection: world +y points screen-down. Frames from viewport * units_per_pixel / zoom and ignores world_size, so it disagrees with canvas, GPU, and picks under letterbox. Viewport code must use fit_view_proj.

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pub fn screen_to_world(&self, viewport_px: [f32; 2], px: [f32; 2]) -> Vec2

👎Deprecated since 0.1.8:

ignores world_size; use pick_world over the painted FrameGeom instead

Legacy position under a viewport-pixel cursor. Inverts view_proj with the same letterbox divergence. Picks must use pick_world over the painted FrameGeom.

Trait Implementations§

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impl Clone for Camera2d

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for Camera2d

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impl Debug for Camera2d

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

Formats the value using the given formatter. Read more
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impl Default for Camera2d

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fn default() -> Self

Returns the “default value” for a type. Read more

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