Function gl_utils::camera2d::transform_mat_world_to_view [−][src]
pub fn transform_mat_world_to_view(
view_position: &Point2<f32>,
view_orientation: &Basis2<f32>
) -> Matrix4<f32>
Builds a 4x4 transformation matrix that will transform points in world space coordinates to view space coordinates based on the current 2D view position and orientation.
The Z coordinate of the position is always 0.0
and the view is always
looking down the negative Z axis.