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§
Source§impl Camera
Implementation of the camera
impl Camera
Implementation of the camera
Sourcepub fn new(
resolution: (usize, usize),
fov_vertical: f32,
near: f32,
far: f32,
) -> Self
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 camerafov_vertical
- The vertical field of view of the cameranear
- The near clipping plane of the camerafar
- 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);
Sourcepub fn render_depth(
&mut self,
quad_position: &Vector3<f32>,
quad_orientation: &UnitQuaternion<f32>,
maze: &Maze,
use_multi_threading: bool,
) -> Result<(), SimulationError>
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 quadrotorquad_orientation
- The orientation of the quadrotormaze
- The maze in the sceneuse_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§
impl Freeze for Camera
impl RefUnwindSafe for Camera
impl Send for Camera
impl Sync for Camera
impl Unpin for Camera
impl UnwindSafe for Camera
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