Struct rin_graphics::camera::Camera [−][src]
pub struct Camera { /* fields omitted */ }
Perspective camera that can be positioned and oriented in 3d space as a Node
Implementations
impl Camera
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impl Camera
[src]pub fn new(
eye: Pnt3,
look_at: Pnt3,
up: Unit<Vec3>,
fov: Deg<f32>,
aspect_ratio: f32
) -> Result<Camera>
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eye: Pnt3,
look_at: Pnt3,
up: Unit<Vec3>,
fov: Deg<f32>,
aspect_ratio: f32
) -> Result<Camera>
Create a new camera.
pub fn new_with_frustum(
eye: Pnt3,
look_at: Pnt3,
up: Unit<Vec3>,
fov: Deg<f32>,
aspect_ratio: f32,
znear: f32,
zfar: f32
) -> Result<Camera>
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eye: Pnt3,
look_at: Pnt3,
up: Unit<Vec3>,
fov: Deg<f32>,
aspect_ratio: f32,
znear: f32,
zfar: f32
) -> Result<Camera>
Creates a new camera from frustum values.
pub fn with_pixel_coordinates(
size: Vec2<i32>,
fov: Deg<f32>,
coordinate_origin: CoordinateOrigin
) -> Camera
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size: Vec2<i32>,
fov: Deg<f32>,
coordinate_origin: CoordinateOrigin
) -> Camera
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) -> Mat4
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Projection matrix
pub fn view(&self) -> Mat4
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View matrix
pub fn projection_view(&self) -> Mat4
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Projection * View
pub fn fov(&self) -> Deg<f32>
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Vertical field of view
pub fn hfov(&self) -> Deg<f32>
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Horizontal field of view
pub fn set_fov(&mut self, fov: Deg<f32>)
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Set vertical field of view
pub fn focal_length(&self) -> f32
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Return the camera focal length in mm
pub fn set_focal_length(&mut self, f: f32)
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Set the focal length in mm
Internally changes the field of view of the camera based on the current sensor width
pub fn set_sensor_width(&mut self, w: f32)
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Set the camera sensor width in mm
Internally chanages the field of view of the camera based on the current focal length
pub fn near_far_clip(&self) -> (f32, Option<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) -> Option<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_far_at_infinity(&mut self)
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pub fn set_reversed_z(&mut self, reversed_z: bool)
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pub fn set_near_far<F: Into<Option<f32>>>(&mut self, near: f32, far: F)
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pub fn set_aspect_ratio(&mut self, aspect: f32)
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pub fn target(&self) -> &Pnt3
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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: Pnt3)
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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 far_at_infinity(&self) -> bool
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pub fn reversed_z(&self) -> bool
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pub fn set_oblique_near_clip_plane<P: Into<Option<Vec4>>>(&mut self, plane: P)
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Changes the projection matrix to set an oblique clip plane
Useful for reflections / refractions
pub fn oblique_clip_plane(&self) -> Option<&Vec4>
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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 Camera
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impl CameraExt for Camera
[src]fn projection(&self) -> Mat4
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fn view(&self) -> Mat4
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fn projection_view(&self) -> Mat4
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fn fov(&self) -> Option<Deg<f32>>
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fn width(&self) -> Option<f32>
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fn near_far_clip(&self) -> (f32, Option<f32>)
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fn near_clip(&self) -> f32
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fn far_clip(&self) -> Option<f32>
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fn set_near(&mut self, near: f32)
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fn set_far(&mut self, far: f32)
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fn set_near_far(&mut self, near: f32, far: f32)
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fn set_aspect_ratio(&mut self, aspect: f32)
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fn hfov(&self) -> Option<Deg<f32>>
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fn focal_length(&self) -> Option<f32>
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fn sensor_width_mm(&self) -> Option<f32>
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fn aspect_ratio(&self) -> f32
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fn target(&self) -> &Pnt3
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fn up(&self) -> &Unit<Vec3>
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fn set_target(&mut self, target: Pnt3)
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fn enable_depth_clamp(&mut self)
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fn disable_depth_clamp(&mut self)
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fn depth_clamp(&self) -> bool
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fn set_reversed_z(&mut self, reversed_z: bool)
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fn reversed_z(&self) -> bool
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fn far_at_infinity(&self) -> bool
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fn update(&mut self) -> bool
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impl CameraPerspective for Camera
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impl CameraPerspective for Camera
[src]impl<'de> Deserialize<'de> for Camera
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impl<'de> Deserialize<'de> for Camera
[src]fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
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__D: Deserializer<'de>,
impl NodeMut for Camera
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impl NodeMut for Camera
[src]fn node_mut(&mut self) -> &mut Node
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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
fn look_at(&mut self, at: &Pnt3, up: &Vec3) -> Result<()>
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fn rotate(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>)
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fn append_orientation(&mut self, orientation: &UnitQuat)
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fn tilt(&mut self, angle: Rad<f32>)
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fn pan(&mut self, angle: Rad<f32>)
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fn roll(&mut self, angle: Rad<f32>)
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fn set_scale(&mut self, _: Vec3)
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fn translate(&mut self, t: &Vec3)
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fn set_position(&mut self, pos: Pnt3)
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fn set_angle_axis(&mut self, angle: Rad<f32>, axis: &Unit<Vec3>)
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fn set_orientation(&mut self, orientation: UnitQuat)
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fn update_with_parent(&mut self, parent: Option<&Node>) -> bool
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impl NodeRef for Camera
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impl NodeRef for Camera
[src]fn node(&self) -> &Node
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fn position(&self) -> Pnt3
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fn orientation(&self) -> UnitQuat
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fn rotation(&self) -> Rotation3<f32>
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fn scale(&self) -> Vec3
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fn local_x_axis(&self) -> Unit<Vec3>
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fn local_y_axis(&self) -> Unit<Vec3>
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fn local_z_axis(&self) -> Unit<Vec3>
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fn global_x_axis(&self) -> Unit<Vec3>
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fn global_y_axis(&self) -> Unit<Vec3>
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fn global_z_axis(&self) -> Unit<Vec3>
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fn local_transformation(&self) -> Mat4
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fn global_transformation(&self) -> Mat4
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fn global_position(&self) -> Pnt3
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fn global_orientation(&self) -> UnitQuat
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fn global_scale(&self) -> Vec3
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fn inv_local_transformation(&self) -> Mat4
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fn inv_global_transformation(&self) -> Mat4
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Auto Trait Implementations
impl RefUnwindSafe for Camera
impl Send for Camera
impl Sync for Camera
impl Unpin for Camera
impl UnwindSafe for Camera
Blanket Implementations
impl<T> Serialize for T where
T: Serialize + ?Sized,
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impl<T> Serialize for T where
T: Serialize + ?Sized,
[src]pub fn erased_serialize(
&self,
serializer: &mut dyn Serializer
) -> Result<Ok, Error>
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&self,
serializer: &mut dyn Serializer
) -> Result<Ok, Error>
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>,
[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<T> DeserializeOwned for T where
T: for<'de> Deserialize<'de>,
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T: for<'de> Deserialize<'de>,