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Document when Camera::viewport_to_world and related methods return None (#8841)
# Objective Fixes #7171 ## Solution - Add documentation for when Camera::viewport_to_world and related methods return None
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1 changed files with 31 additions and 1 deletions
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@ -169,6 +169,14 @@ impl Camera {
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/// of the current [`RenderTarget`].
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/// For logic that requires the full logical size of the
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/// [`RenderTarget`], prefer [`Camera::logical_target_size`].
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///
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/// Returns `None` if either:
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/// - the function is called just after the `Camera` is created, before `camera_system` is executed,
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/// - the [`RenderTarget`] isn't correctly set:
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/// - it references the [`PrimaryWindow`](RenderTarget::Window) when there is none,
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/// - it references a [`Window`](RenderTarget::Window) entity that doesn't exist or doesn't actually have a `Window` component,
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/// - it references an [`Image`](RenderTarget::Image) that doesn't exist (invalid handle),
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/// - it references a [`TextureView`](RenderTarget::TextureView) that doesn't exist (invalid handle).
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#[inline]
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pub fn logical_viewport_size(&self) -> Option<Vec2> {
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self.viewport
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@ -218,6 +226,12 @@ impl Camera {
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///
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/// To get the coordinates in Normalized Device Coordinates, you should use
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/// [`world_to_ndc`](Self::world_to_ndc).
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///
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/// Returns `None` if any of these conditions occur:
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/// - The computed coordinates are beyond the near or far plane
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/// - The logical viewport size cannot be computed. See [`logical_viewport_size`](Camera::logical_viewport_size)
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/// - The world coordinates cannot be mapped to the Normalized Device Coordinates. See [`world_to_ndc`](Camera::world_to_ndc)
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/// May also panic if `glam_assert` is enabled. See [`world_to_ndc`](Camera::world_to_ndc).
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#[doc(alias = "world_to_screen")]
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pub fn world_to_viewport(
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&self,
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@ -226,7 +240,7 @@ impl Camera {
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) -> Option<Vec2> {
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let target_size = self.logical_viewport_size()?;
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let ndc_space_coords = self.world_to_ndc(camera_transform, world_position)?;
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// NDC z-values outside of 0 < z < 1 are outside the camera frustum and are thus not in viewport-space
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// NDC z-values outside of 0 < z < 1 are outside the (implicit) camera frustum and are thus not in viewport-space
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if ndc_space_coords.z < 0.0 || ndc_space_coords.z > 1.0 {
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return None;
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}
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@ -246,6 +260,11 @@ impl Camera {
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///
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/// To get the world space coordinates with Normalized Device Coordinates, you should use
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/// [`ndc_to_world`](Self::ndc_to_world).
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///
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/// Returns `None` if any of these conditions occur:
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/// - The logical viewport size cannot be computed. See [`logical_viewport_size`](Camera::logical_viewport_size)
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/// - The near or far plane cannot be computed. This can happen if the `camera_transform`, the `world_position`, or the projection matrix defined by [`CameraProjection`] contain `NAN`.
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/// Panics if the projection matrix is null and `glam_assert` is enabled.
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pub fn viewport_to_world(
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&self,
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camera_transform: &GlobalTransform,
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@ -274,6 +293,11 @@ impl Camera {
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///
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/// To get the world space coordinates with Normalized Device Coordinates, you should use
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/// [`ndc_to_world`](Self::ndc_to_world).
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///
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/// Returns `None` if any of these conditions occur:
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/// - The logical viewport size cannot be computed. See [`logical_viewport_size`](Camera::logical_viewport_size)
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/// - The viewport position cannot be mapped to the world. See [`ndc_to_world`](Camera::ndc_to_world)
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/// May panic. See [`ndc_to_world`](Camera::ndc_to_world).
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pub fn viewport_to_world_2d(
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&self,
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camera_transform: &GlobalTransform,
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@ -295,6 +319,9 @@ impl Camera {
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/// and between 0.0 and 1.0 on the Z axis.
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/// To get the coordinates in the render target's viewport dimensions, you should use
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/// [`world_to_viewport`](Self::world_to_viewport).
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///
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/// Returns `None` if the `camera_transform`, the `world_position`, or the projection matrix defined by [`CameraProjection`] contain `NAN`.
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/// Panics if the `camera_transform` contains `NAN` and the `glam_assert` feature is enabled.
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pub fn world_to_ndc(
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&self,
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camera_transform: &GlobalTransform,
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@ -315,6 +342,9 @@ impl Camera {
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/// and between 0.0 and 1.0 on the Z axis.
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/// To get the world space coordinates with the viewport position, you should use
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/// [`world_to_viewport`](Self::world_to_viewport).
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///
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/// Returns `None` if the `camera_transform`, the `world_position`, or the projection matrix defined by [`CameraProjection`] contain `NAN`.
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/// Panics if the projection matrix is null and `glam_assert` is enabled.
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pub fn ndc_to_world(&self, camera_transform: &GlobalTransform, ndc: Vec3) -> Option<Vec3> {
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// Build a transformation matrix to convert from NDC to world space using camera data
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let ndc_to_world =
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