Trait rin::graphics::CameraExt [−][src]
pub trait CameraExt: NodeRef + NodeMut {}Show methods
pub fn projection(
&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>; pub fn projection_view(
&self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>; pub fn fov(&self) -> Option<Deg<f32>>; pub fn width(&self) -> Option<f32>; pub fn near_far_clip(&self) -> (f32, Option<f32>); pub fn near_clip(&self) -> f32; pub fn far_clip(&self) -> Option<f32>; pub fn target(&self) -> &Point<f32, U3>; pub fn up(
&self
) -> &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>; pub fn aspect_ratio(&self) -> f32; pub fn set_near(&mut self, near: f32); pub fn set_far(&mut self, far: f32); pub fn set_near_far(&mut self, near: f32, far: f32); pub fn set_aspect_ratio(&mut self, aspect: f32); pub fn set_target(&mut self, target: Point<f32, U3>); pub fn set_reversed_z(&mut self, reversed_z: bool); pub fn reversed_z(&self) -> bool; pub fn far_at_infinity(&self) -> bool; pub fn hfov(&self) -> Option<Deg<f32>>; pub fn focal_length(&self) -> Option<f32>; pub fn sensor_width_mm(&self) -> Option<f32>; pub fn enable_depth_clamp(&mut self); pub fn disable_depth_clamp(&mut self); pub fn depth_clamp(&self) -> bool; pub fn update(&mut self) -> bool;
Required methods
pub fn projection(
&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 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 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 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>>
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&self
) -> &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
pub fn aspect_ratio(&self) -> 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 set_target(&mut self, target: Point<f32, U3>)
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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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Horizontal field of view
pub fn focal_length(&self) -> Option<f32>
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Return the camera focal length
pub fn sensor_width_mm(&self) -> Option<f32>
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Return the camera sensor width
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 update(&mut self) -> bool
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Implementors
impl CameraExt for rin::graphics::Camera
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impl CameraExt for rin::graphics::Camera
[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>
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&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 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 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>>
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&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 update(&mut self) -> bool
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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>
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&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>
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&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>>
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&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<C> CameraExt for rin::scene::Camera<C> where
C: CameraExt,
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impl<C> CameraExt for rin::scene::Camera<C> where
C: CameraExt,
[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>
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&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 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 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 set_target(&mut self, target: Point<f32, U3>)
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pub fn up(
&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 update(&mut self) -> bool
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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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impl<C> CameraExt for ArcballCamera<C> where
C: CameraExt + NodeMut,
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impl<C> CameraExt for ArcballCamera<C> where
C: CameraExt + NodeMut,
[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>
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&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 set_target(&mut self, target: 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>>