Struct Camera

Source
pub struct Camera {
    pub resolution: (usize, usize),
    pub fov_vertical: f32,
    pub fov_horizontal: f32,
    pub vertical_focal_length: f32,
    pub horizontal_focal_length: f32,
    pub near: f32,
    pub far: f32,
    pub aspect_ratio: f32,
    pub ray_directions: Vec<Vector3<f32>>,
    pub depth_buffer: Vec<f32>,
}
Expand description

Represents a camera in the simulation which is used to render the depth of the scene

§Example

use peng_quad::Camera;
let camera = Camera::new((800, 600), 60.0, 0.1, 100.0);

Fields§

§resolution: (usize, usize)

The resolution of the camera

§fov_vertical: f32

The vertical field of view of the camera

§fov_horizontal: f32

The horizontal field of view of the camera

§vertical_focal_length: f32

The vertical focal length of the camera

§horizontal_focal_length: f32

The horizontal focal length of the camera

§near: f32

The near clipping plane of the camera

§far: f32

The far clipping plane of the camera

§aspect_ratio: f32

The aspect ratio of the camera

§ray_directions: Vec<Vector3<f32>>

The ray directions of each pixel in the camera

§depth_buffer: Vec<f32>

Depth buffer

Implementations§

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impl Camera

Implementation of the camera

Source

pub fn new( resolution: (usize, usize), fov_vertical: f32, near: f32, far: f32, ) -> Self

Creates a new camera with the given resolution, field of view, near and far clipping planes

§Arguments
  • resolution - The resolution of the camera
  • fov_vertical - The vertical field of view of the camera
  • near - The near clipping plane of the camera
  • far - The far clipping plane of the camera
§Returns
  • The new camera instance
§Example
use peng_quad::Camera;
let camera = Camera::new((800, 600), 1.0, 5.0, 120.0);
Source

pub fn render_depth( &mut self, quad_position: &Vector3<f32>, quad_orientation: &UnitQuaternion<f32>, maze: &Maze, use_multi_threading: bool, ) -> Result<(), SimulationError>

Renders the depth of the scene from the perspective of the quadrotor

When the depth value is out of the near and far clipping planes, it is set to infinity When the resolution is larger than 32x24, multi-threading can accelerate the rendering

§Arguments
  • quad_position - The position of the quadrotor
  • quad_orientation - The orientation of the quadrotor
  • maze - The maze in the scene
  • use_multi_threading - Whether to use multi-threading to render the depth
§Errors
  • If the depth buffer is not large enough to store the depth values
§Example
use peng_quad::{Camera, Maze};
use nalgebra::{Vector3, UnitQuaternion};
let mut camera = Camera::new((800, 600), 60.0, 0.1, 100.0);
let quad_position = Vector3::new(0.0, 0.0, 0.0);
let quad_orientation = UnitQuaternion::identity();
let mut maze = Maze::new([-1.0, -1.0, -1.0], [1.0, 1.0, 1.0], 5, [0.1, 0.1, 0.1], [0.1, 0.5]);
let use_multi_threading = true;
camera.render_depth(&quad_position, &quad_orientation, &maze, use_multi_threading);
let use_multi_threading = false;
camera.render_depth(&quad_position, &quad_orientation, &maze, use_multi_threading);

Auto Trait Implementations§

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impl Freeze for Camera

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impl RefUnwindSafe for Camera

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impl Send for Camera

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impl Sync for Camera

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impl Unpin for Camera

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impl UnwindSafe for Camera

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