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>
[src]

pub fn view(
    &self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
[src]

pub fn projection_view(
    &self
) -> Matrix<f32, U4, U4, <DefaultAllocator as Allocator<f32, U4, U4>>::Buffer>
[src]

pub fn fov(&self) -> Option<Deg<f32>>[src]

pub fn width(&self) -> Option<f32>[src]

pub fn near_far_clip(&self) -> (f32, Option<f32>)[src]

pub fn near_clip(&self) -> f32[src]

pub fn far_clip(&self) -> Option<f32>[src]

pub fn target(&self) -> &Point<f32, U3>[src]

pub fn up(
    &self
) -> &Unit<Matrix<f32, U3, U1, <DefaultAllocator as Allocator<f32, U3, U1>>::Buffer>>
[src]

pub fn aspect_ratio(&self) -> f32[src]

pub fn set_near(&mut self, near: f32)[src]

pub fn set_far(&mut self, far: f32)[src]

pub fn set_near_far(&mut self, near: f32, far: f32)[src]

pub fn set_aspect_ratio(&mut self, aspect: f32)[src]

pub fn set_target(&mut self, target: Point<f32, U3>)[src]

pub fn set_reversed_z(&mut self, reversed_z: bool)[src]

pub fn reversed_z(&self) -> bool[src]

pub fn far_at_infinity(&self) -> bool[src]

pub fn hfov(&self) -> Option<Deg<f32>>[src]

Horizontal field of view

pub fn focal_length(&self) -> Option<f32>[src]

Return the camera focal length

pub fn sensor_width_mm(&self) -> Option<f32>[src]

Return the camera sensor width

pub fn enable_depth_clamp(&mut self)[src]

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)[src]

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[src]

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[src]

Loading content...

Implementors

impl CameraExt for rin::graphics::Camera[src]

impl CameraExt for OrthoCamera[src]

impl<C> CameraExt for rin::scene::Camera<C> where
    C: CameraExt
[src]

impl<C> CameraExt for ArcballCamera<C> where
    C: CameraExt + NodeMut
[src]

Loading content...