Struct rin::graphics::camera::ortho_camera::OrthoCamera [−][src]
pub struct OrthoCamera { /* fields omitted */ }
Orthographic camera
Implementations
impl OrthoCamera
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impl OrthoCamera
[src]pub fn new(
eye: Point<f32, U3>,
look_at: Point<f32, U3>,
up: Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>,
aspect_ratio: f32
) -> Result<OrthoCamera, Error>
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eye: Point<f32, U3>,
look_at: Point<f32, U3>,
up: Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>,
aspect_ratio: f32
) -> Result<OrthoCamera, Error>
pub fn new_with_frustum(
eye: Point<f32, U3>,
look_at: Point<f32, U3>,
up: Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>,
left: f32,
right: f32,
bottom: f32,
top: f32,
znear: f32,
zfar: f32
) -> Result<OrthoCamera, Error>
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eye: Point<f32, U3>,
look_at: Point<f32, U3>,
up: Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>,
left: f32,
right: f32,
bottom: f32,
top: f32,
znear: f32,
zfar: f32
) -> Result<OrthoCamera, Error>
Creates a new camera from frustrum values.
pub fn with_pixel_coordinates(
size: Matrix<i32, U2, U1, <DefaultAllocator as Allocator<i32, U2, U1>>::Buffer>,
coordinate_origin: CoordinateOrigin
) -> OrthoCamera
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size: Matrix<i32, U2, U1, <DefaultAllocator as Allocator<i32, U2, U1>>::Buffer>,
coordinate_origin: CoordinateOrigin
) -> OrthoCamera
Creates an orthographic camera ready to be used in two dimensional applications
The resulting view will have the same coordinates as the passed size and everything drawn at z = 0 within that viewport will be visible at it’s size in pixels
pub fn projection(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
[src]
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
Projection matrix
pub fn view(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
[src]
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
View matrix
pub fn projection_view(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
[src]
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
Projection * View
pub fn near_far_clip(&self) -> (f32, f32)
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Near and far clip planes as a tuple
pub fn near_clip(&self) -> f32
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Near clip
pub fn far_clip(&self) -> f32
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Far clip
pub fn set_near(&mut self, near: f32)
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pub fn set_far(&mut self, far: f32)
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pub fn set_near_far(&mut self, near: f32, far: f32)
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pub fn set_aspect_ratio(&mut self, aspect: f32)
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pub fn target(&self) -> &Point<f32, U3>
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Target the camera will look at, the target will change if the camera is moved or re-oriented
pub fn set_target(&mut self, target: Point<f32, U3>)
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pub fn left(&self) -> f32
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Left most distance of the camera frustum from the camera
pub fn right(&self) -> f32
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Right most distance of the camera frustum from the camera
pub fn bottom(&self) -> f32
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Bottom most distance of the camera frustum from the camera
pub fn top(&self) -> f32
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Top most distance of the camera frustum from the camera
pub fn set_left(&mut self, left: f32)
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pub fn set_right(&mut self, right: f32)
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pub fn set_bottom(&mut self, bottom: f32)
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pub fn set_top(&mut self, top: f32)
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pub fn set_reversed_z(&mut self, reversed_z: bool)
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pub fn enable_depth_clamp(&mut self)
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Enables depth clamping
Doesn’t really change the projection or view matrices of the camera but can be use as a flag to signal a renderer to do depth clamping.
pub fn disable_depth_clamp(&mut self)
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Disables depth clamping
Doesn’t really change the projection or view matrices of the camera but can be use as a flag to signal a renderer to not do depth clamping.
pub fn depth_clamp(&self) -> bool
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Returns if depth clamping is enabled
Doesn’t really change the projection or view matrices of the camera but can be use as a flag to signal a renderer to do depth clamping or not.
pub fn reversed_z(&self) -> bool
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pub fn set_oblique_near_clip_plane<P>(&mut self, plane: P) where
P: Into<Option<Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>>>,
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P: Into<Option<Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>>>,
Changes the projection matrix to set an oblique clip plane
Useful for reflections / refractions
pub fn oblique_clip_plane(
&self
) -> Option<&Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>>
[src]
&self
) -> Option<&Matrix<f32, U4, U1, <DefaultAllocator as Allocator<f32, U4, U1>>::Buffer>>
pub fn update(&mut self) -> bool
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Call every frame to update the camera matrices
Returns true if the camera changed since the last udpate
Trait Implementations
impl CameraExt for OrthoCamera
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impl CameraExt for OrthoCamera
[src]pub fn projection(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
[src]
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
pub fn view(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
[src]
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
pub fn projection_view(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
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&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
pub fn fov(&self) -> Option<Deg<f32>>
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pub fn width(&self) -> Option<f32>
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pub fn near_far_clip(&self) -> (f32, Option<f32>)
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pub fn near_clip(&self) -> f32
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pub fn far_clip(&self) -> Option<f32>
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pub fn set_near(&mut self, near: f32)
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pub fn set_far(&mut self, far: f32)
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pub fn set_near_far(&mut self, near: f32, far: f32)
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pub fn set_aspect_ratio(&mut self, aspect: f32)
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pub fn aspect_ratio(&self) -> f32
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pub fn target(&self) -> &Point<f32, U3>
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pub fn up(
&self
) -> &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
[src]
&self
) -> &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn set_target(&mut self, target: Point<f32, U3>)
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pub fn enable_depth_clamp(&mut self)
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pub fn disable_depth_clamp(&mut self)
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pub fn depth_clamp(&self) -> bool
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pub fn set_reversed_z(&mut self, reversed_z: bool)
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pub fn reversed_z(&self) -> bool
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pub fn far_at_infinity(&self) -> bool
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pub fn hfov(&self) -> Option<Deg<f32>>
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pub fn focal_length(&self) -> Option<f32>
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pub fn sensor_width_mm(&self) -> Option<f32>
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pub fn update(&mut self) -> bool
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impl CameraOrthographic for OrthoCamera
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impl CameraOrthographic for OrthoCamera
[src]impl NodeMut for OrthoCamera
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impl NodeMut for OrthoCamera
[src]pub fn node_mut(&mut self) -> &mut Node
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pub fn update_with_parent_parts(
&mut self,
parent_loc: Option<&Node>,
parent_orientation: Option<&Node>,
parent_scale: Option<&Node>
) -> bool
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&mut self,
parent_loc: Option<&Node>,
parent_orientation: Option<&Node>,
parent_scale: Option<&Node>
) -> bool
pub fn update_with_parent(&mut self, parent: Option<&Node>) -> bool
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pub fn look_at(
&mut self,
at: &Point<f32, U3>,
up: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
) -> Result<(), Error>
[src]
&mut self,
at: &Point<f32, U3>,
up: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
) -> Result<(), Error>
pub fn rotate(
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
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&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
pub fn append_orientation(&mut self, orientation: &Unit<Quaternion<f32>>)
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pub fn tilt(&mut self, angle: Rad<f32>)
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pub fn pan(&mut self, angle: Rad<f32>)
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pub fn roll(&mut self, angle: Rad<f32>)
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pub fn translate(
&mut self,
t: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
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&mut self,
t: &Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
pub fn set_position(&mut self, pos: Point<f32, U3>)
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pub fn set_angle_axis(
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
[src]
&mut self,
angle: Rad<f32>,
axis: &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
)
pub fn set_orientation(&mut self, orientation: Unit<Quaternion<f32>>)
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pub fn set_scale(
&mut self,
s: Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
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&mut self,
s: Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
)
impl NodeRef for OrthoCamera
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impl NodeRef for OrthoCamera
[src]pub fn node(&self) -> &Node
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pub fn position(&self) -> Point<f32, U3>
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pub fn orientation(&self) -> Unit<Quaternion<f32>>
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pub fn rotation(&self) -> Rotation<f32, U3>
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pub fn scale(
&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
[src]
&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
pub fn local_x_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
[src]
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn local_y_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
[src]
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn local_z_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
[src]
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn global_x_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
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&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn global_y_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
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&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn global_z_axis(
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
[src]
&self
) -> Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn local_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
[src]
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
pub fn global_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
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&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
pub fn global_position(&self) -> Point<f32, U3>
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pub fn global_orientation(&self) -> Unit<Quaternion<f32>>
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pub fn global_scale(
&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
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&self
) -> Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>
pub fn inv_local_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
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&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
pub fn inv_global_transformation(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
[src]
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
Auto Trait Implementations
impl RefUnwindSafe for OrthoCamera
impl Send for OrthoCamera
impl Sync for OrthoCamera
impl Unpin for OrthoCamera
impl UnwindSafe for OrthoCamera
Blanket Implementations
impl<T> DowncastSync for T where
T: Any + Send + Sync,
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impl<T> DowncastSync for T where
T: Any + Send + Sync,
[src]impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
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pub fn is_in_subset(&self) -> bool
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pub fn to_subset_unchecked(&self) -> SS
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pub fn from_subset(element: &SS) -> SP
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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