pub struct Camera {
pub screen_alignment: Vec2<f32>,
pub screen_size: Vec2<f32>,
pub scaling: CameraScaling,
pub transform: Transform<f32, f32, f32>,
}Fields§
§screen_alignment: Vec2<f32>§screen_size: Vec2<f32>§scaling: CameraScaling§transform: Transform<f32, f32, f32>Implementations§
Source§impl Camera
impl Camera
pub fn screen_projection_matrix(&self) -> Mat4<f32>
pub fn screen_matrix(&self) -> Mat4<f32>
pub fn world_size(&self) -> Vec2<f32>
pub fn world_offset(&self) -> Vec2<f32>
pub fn world_projection_matrix(&self) -> Mat4<f32>
pub fn world_view_matrix(&self) -> Mat4<f32>
pub fn world_matrix(&self) -> Mat4<f32>
pub fn world_polygon(&self) -> [Vec2<f32>; 4]
pub fn world_rectangle(&self) -> Rect<f32, f32>
pub fn view_to_screen_point(&self, position: Vec2<f32>) -> Vec2<f32>
pub fn screen_to_view_point(&self, position: Vec2<f32>) -> Vec2<f32>
pub fn view_to_world_point(&self, position: Vec2<f32>) -> Vec2<f32>
pub fn world_to_view_point(&self, position: Vec2<f32>) -> Vec2<f32>
pub fn screen_to_world_point(&self, position: Vec2<f32>) -> Vec2<f32>
pub fn world_to_screen_point(&self, position: Vec2<f32>) -> Vec2<f32>
pub fn view_to_screen_direction(&self, direction: Vec2<f32>) -> Vec2<f32>
pub fn screen_to_view_direction(&self, direction: Vec2<f32>) -> Vec2<f32>
pub fn view_to_world_direction(&self, direction: Vec2<f32>) -> Vec2<f32>
pub fn world_to_view_direction(&self, direction: Vec2<f32>) -> Vec2<f32>
pub fn screen_to_world_direction(&self, direction: Vec2<f32>) -> Vec2<f32>
pub fn world_to_screen_direction(&self, direction: Vec2<f32>) -> Vec2<f32>
Trait Implementations§
impl Copy for Camera
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
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more