Struct Scope

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pub struct Scope<N>
where N: Copy + RealField,
{ /* private fields */ }
Expand description

Scope defining enclosing viewing frustum.

Implements Default and can be created with Scope::default().

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impl<N> Scope<N>
where N: Copy + RealField,

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pub const fn fov(&self) -> Fixed<N>

Fixed quantity wrt field of view, see Self::set_fov().

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pub fn set_fov(&mut self, fov: impl Into<Fixed<N>>)

Sets fixed quantity wrt field of view.

Default is fixed vertical field of view of π/4.

use nalgebra::Point2;
use trackball::Scope;

// Current screen size.
let max = Point2::new(800, 600);
// Default scope with fixed vertical field of view of π/4:
//
//   * Increasing width increases horizontal field of view (more can be seen).
//   * Increasing height scales scope zooming in as vertical field of view is fixed.
let mut scope = Scope::default();
// Unfix vertical field of view by fixing current unit per pixel on focus plane at distance
// from eye of one, that is effectively `upp` divided by `zat` to make it scale-independant:
//
//   * Increasing width increases horizontal field of view (more can be seen).
//   * Increasing height increases vertical field of view (more can be seen).
scope.set_fov(scope.fov().to_upp(&max.cast::<f32>()));
Examples found in repository?
examples/scaling_modes.rs (line 86)
28fn setup(
29	mut windows: Query<&mut Window>,
30	mut commands: Commands,
31	mut meshes: ResMut<Assets<Mesh>>,
32	mut materials: ResMut<Assets<StandardMaterial>>,
33) {
34	// circular base
35	commands.spawn((
36		Mesh3d(meshes.add(Circle::new(4.0))),
37		MeshMaterial3d(materials.add(Color::WHITE)),
38		Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
39	));
40	// cube
41	commands.spawn((
42		Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
43		MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
44		Transform::from_xyz(0.0, 0.5, 0.0),
45	));
46	// light
47	commands.spawn((
48		PointLight {
49			shadows_enabled: true,
50			..default()
51		},
52		Transform::from_xyz(4.0, 8.0, 4.0),
53	));
54
55	// Windows
56	let mut window1 = windows.single_mut().unwrap();
57	"Fixed Vertical Field of View (Perspective vs Orthographic)".clone_into(&mut window1.title);
58	let res = &window1.resolution;
59	let max = Vec2::new(res.width() * 0.5, res.height()).into();
60	// Left and right camera orientation.
61	let [target, eye, up] = [Vec3::Y * 0.5, Vec3::new(-2.5, 4.5, 9.0) * 1.2, Vec3::Y];
62	// Spawn a 2nd window.
63	let window2 = commands
64		.spawn(Window {
65			title: "Fixed Horizontal Field of View (Perspective vs Orthographic)".to_owned(),
66			..default()
67		})
68		.id();
69	// Spawn a 3rd window.
70	let window3 = commands
71		.spawn(Window {
72			title: "Fixed Unit Per Pixels (Perspective vs Orthographic)".to_owned(),
73			..default()
74		})
75		.id();
76
77	// Cameras
78	let mut order = 0;
79	let fov = Fixed::default();
80	for (fov, window) in [
81		(fov, WindowRef::Primary),
82		(fov.to_hor(&max), WindowRef::Entity(window2)),
83		(fov.to_upp(&max), WindowRef::Entity(window3)),
84	] {
85		let mut scope = Scope::default();
86		scope.set_fov(fov);
87		// Left trackball controller and camera 3D bundle.
88		let left = commands
89			.spawn((
90				TrackballController::default(),
91				Camera {
92					target: RenderTarget::Window(window),
93					// Renders the right camera after the left camera,
94					// which has a default priority of 0.
95					order,
96					..default()
97				},
98				Camera3d::default(),
99				LeftCamera,
100			))
101			.id();
102		order += 1;
103		// Right trackball controller and camera 3D bundle.
104		let right = commands
105			.spawn((
106				TrackballController::default(),
107				Camera {
108					target: RenderTarget::Window(window),
109					// Renders the right camera after the left camera,
110					// which has a default priority of 0.
111					order,
112					// Don't clear on the second camera
113					// because the first camera already cleared the window.
114					clear_color: ClearColorConfig::None,
115					..default()
116				},
117				Camera3d::default(),
118				RightCamera,
119			))
120			.id();
121		order += 1;
122		// Insert left trackball camera and make it sensitive to right trackball controller as well.
123		commands.entity(left).insert(
124			TrackballCamera::look_at(target, eye, up)
125				.with_scope(scope)
126				.add_controller(right, true),
127		);
128		// Set orthographic projection mode for right camera.
129		scope.set_ortho(true);
130		// Insert right trackball camera and make it sensitive to left trackball controller as well.
131		commands.entity(right).insert(
132			TrackballCamera::look_at(target, eye, up)
133				.with_scope(scope)
134				.add_controller(left, true),
135		);
136	}
137}
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pub fn clip_planes(&self, zat: N) -> (N, N)

Clip plane distances from eye regardless of Self::scale() wrt to distance between eye and target.

Default is (1e-1, 1e+3) measured from eye.

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pub const fn set_clip_planes(&mut self, znear: N, zfar: N)

Sets clip plane distances from target or eye whether Self::scale().

Default is (1e-1, 1e+3) measured from eye.

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pub const fn scale(&self) -> bool

Object inspection mode.

Scales clip plane distances by measuring from target instead of eye. Default is false.

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pub const fn set_scale(&mut self, oim: bool)

Sets object inspection mode.

Scales clip plane distances by measuring from target instead of eye. Default is false.

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pub const fn ortho(&self) -> bool

Orthographic projection mode.

Computes scale-identical orthographic instead of perspective projection. Default is false.

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pub const fn set_ortho(&mut self, opm: bool)

Sets orthographic projection mode.

Computes scale-identical orthographic instead of perspective projection. Default is false.

Examples found in repository?
examples/scaling_modes.rs (line 129)
28fn setup(
29	mut windows: Query<&mut Window>,
30	mut commands: Commands,
31	mut meshes: ResMut<Assets<Mesh>>,
32	mut materials: ResMut<Assets<StandardMaterial>>,
33) {
34	// circular base
35	commands.spawn((
36		Mesh3d(meshes.add(Circle::new(4.0))),
37		MeshMaterial3d(materials.add(Color::WHITE)),
38		Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
39	));
40	// cube
41	commands.spawn((
42		Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
43		MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
44		Transform::from_xyz(0.0, 0.5, 0.0),
45	));
46	// light
47	commands.spawn((
48		PointLight {
49			shadows_enabled: true,
50			..default()
51		},
52		Transform::from_xyz(4.0, 8.0, 4.0),
53	));
54
55	// Windows
56	let mut window1 = windows.single_mut().unwrap();
57	"Fixed Vertical Field of View (Perspective vs Orthographic)".clone_into(&mut window1.title);
58	let res = &window1.resolution;
59	let max = Vec2::new(res.width() * 0.5, res.height()).into();
60	// Left and right camera orientation.
61	let [target, eye, up] = [Vec3::Y * 0.5, Vec3::new(-2.5, 4.5, 9.0) * 1.2, Vec3::Y];
62	// Spawn a 2nd window.
63	let window2 = commands
64		.spawn(Window {
65			title: "Fixed Horizontal Field of View (Perspective vs Orthographic)".to_owned(),
66			..default()
67		})
68		.id();
69	// Spawn a 3rd window.
70	let window3 = commands
71		.spawn(Window {
72			title: "Fixed Unit Per Pixels (Perspective vs Orthographic)".to_owned(),
73			..default()
74		})
75		.id();
76
77	// Cameras
78	let mut order = 0;
79	let fov = Fixed::default();
80	for (fov, window) in [
81		(fov, WindowRef::Primary),
82		(fov.to_hor(&max), WindowRef::Entity(window2)),
83		(fov.to_upp(&max), WindowRef::Entity(window3)),
84	] {
85		let mut scope = Scope::default();
86		scope.set_fov(fov);
87		// Left trackball controller and camera 3D bundle.
88		let left = commands
89			.spawn((
90				TrackballController::default(),
91				Camera {
92					target: RenderTarget::Window(window),
93					// Renders the right camera after the left camera,
94					// which has a default priority of 0.
95					order,
96					..default()
97				},
98				Camera3d::default(),
99				LeftCamera,
100			))
101			.id();
102		order += 1;
103		// Right trackball controller and camera 3D bundle.
104		let right = commands
105			.spawn((
106				TrackballController::default(),
107				Camera {
108					target: RenderTarget::Window(window),
109					// Renders the right camera after the left camera,
110					// which has a default priority of 0.
111					order,
112					// Don't clear on the second camera
113					// because the first camera already cleared the window.
114					clear_color: ClearColorConfig::None,
115					..default()
116				},
117				Camera3d::default(),
118				RightCamera,
119			))
120			.id();
121		order += 1;
122		// Insert left trackball camera and make it sensitive to right trackball controller as well.
123		commands.entity(left).insert(
124			TrackballCamera::look_at(target, eye, up)
125				.with_scope(scope)
126				.add_controller(right, true),
127		);
128		// Set orthographic projection mode for right camera.
129		scope.set_ortho(true);
130		// Insert right trackball camera and make it sensitive to left trackball controller as well.
131		commands.entity(right).insert(
132			TrackballCamera::look_at(target, eye, up)
133				.with_scope(scope)
134				.add_controller(left, true),
135		);
136	}
137}
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pub fn projection_and_upp( &self, zat: N, max: &OPoint<N, Const<2>>, ) -> (Matrix<N, Const<4>, Const<4>, ArrayStorage<N, 4, 4>>, N)

Projection transformation and unit per pixel on focus plane wrt distance between eye and target and maximum position in screen space.

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pub fn cast<M>(self) -> Scope<M>
where M: Copy + RealField, N: SubsetOf<M>,

Casts components to another type, e.g., between f32 and f64.

Trait Implementations§

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impl<N> Clone for Scope<N>
where N: Clone + Copy + RealField,

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fn clone(&self) -> Scope<N>

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<N> Debug for Scope<N>
where N: Debug + Copy + RealField,

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl<N> Default for Scope<N>
where N: Copy + RealField,

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fn default() -> Scope<N>

Returns the “default value” for a type. Read more
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impl<'de, N> Deserialize<'de> for Scope<N>
where N: Copy + RealField + Deserialize<'de>,

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fn deserialize<__D>( __deserializer: __D, ) -> Result<Scope<N>, <__D as Deserializer<'de>>::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl<N> PartialEq for Scope<N>
where N: PartialEq + Copy + RealField,

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fn eq(&self, other: &Scope<N>) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl<N> Serialize for Scope<N>
where N: Copy + RealField + Serialize,

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fn serialize<__S>( &self, __serializer: __S, ) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl<N> Copy for Scope<N>
where N: Copy + RealField,

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impl<N> Eq for Scope<N>
where N: Eq + Copy + RealField,

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impl<N> StructuralPartialEq for Scope<N>
where N: Copy + RealField,

Auto Trait Implementations§

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impl<N> Freeze for Scope<N>
where N: Freeze,

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impl<N> RefUnwindSafe for Scope<N>
where N: RefUnwindSafe,

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impl<N> Send for Scope<N>

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impl<N> Sync for Scope<N>

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impl<N> Unpin for Scope<N>
where N: Unpin,

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impl<N> UnwindSafe for Scope<N>
where N: UnwindSafe,

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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Converts &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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