pub struct ExtractedView {
pub retained_view_entity: RetainedViewEntity,
pub clip_from_view: Mat4,
pub world_from_view: GlobalTransform,
pub clip_from_world: Option<Mat4>,
pub hdr: bool,
pub viewport: UVec4,
pub color_grading: ColorGrading,
}
Expand description
Describes a camera in the render world.
Each entity in the main world can potentially extract to multiple subviews,
each of which has a RetainedViewEntity::subview_index
. For instance, 3D
cameras extract to both a 3D camera subview with index 0 and a special UI
subview with index 1. Likewise, point lights with shadows extract to 6
subviews, one for each side of the shadow cubemap.
Fields§
§retained_view_entity: RetainedViewEntity
The entity in the main world corresponding to this render world view.
clip_from_view: Mat4
Typically a column-major right-handed projection matrix, one of either:
Perspective (infinite reverse z)
f = 1 / tan(fov_y_radians / 2)
⎡ f / aspect 0 0 0 ⎤
⎢ 0 f 0 0 ⎥
⎢ 0 0 0 near ⎥
⎣ 0 0 -1 0 ⎦
Orthographic
w = right - left
h = top - bottom
d = far - near
cw = -right - left
ch = -top - bottom
⎡ 2 / w 0 0 cw / w ⎤
⎢ 0 2 / h 0 ch / h ⎥
⎢ 0 0 1 / d far / d ⎥
⎣ 0 0 0 1 ⎦
clip_from_view[3][3] == 1.0
is the standard way to check if a projection is orthographic
Glam matrices are column major, so for example getting the near plane of a perspective projection is clip_from_view[3][2]
Custom projections are also possible however.
world_from_view: GlobalTransform
§clip_from_world: Option<Mat4>
§hdr: bool
§viewport: UVec4
§color_grading: ColorGrading
Implementations§
Source§impl ExtractedView
impl ExtractedView
Sourcepub fn rangefinder3d(&self) -> ViewRangefinder3d
pub fn rangefinder3d(&self) -> ViewRangefinder3d
Creates a 3D rangefinder for a view
Trait Implementations§
Source§impl Component for ExtractedView
impl Component for ExtractedView
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>
],
while immutable components will instead have [Component<Mutability = Immutable>
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requiree: ComponentId,
components: &mut ComponentsRegistrator<'_>,
required_components: &mut RequiredComponents,
inheritance_depth: u16,
recursion_check_stack: &mut Vec<ComponentId>,
)
fn register_required_components( requiree: ComponentId, components: &mut ComponentsRegistrator<'_>, required_components: &mut RequiredComponents, inheritance_depth: u16, recursion_check_stack: &mut Vec<ComponentId>, )
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fn clone_behavior() -> ComponentCloneBehavior
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fn register_component_hooks(hooks: &mut ComponentHooks)
Component::on_add
, etc.)ComponentHooks
.Source§fn on_add() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>
fn on_add() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>
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Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
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When deriving Component
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Read moreAuto Trait Implementations§
impl Freeze for ExtractedView
impl RefUnwindSafe for ExtractedView
impl Send for ExtractedView
impl Sync for ExtractedView
impl Unpin for ExtractedView
impl UnwindSafe for ExtractedView
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impl<T, U> AsBindGroupShaderType<U> for T
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