pub fn view_2d_in_perspective(
        &mut self,
        fov_y: f32,
        aspect: f32,
        z_near: f32,
        z_2d: f32,
        width_2d: f32,
        height_2d: f32,
    ) {
        unsafe {
            ffi::cogl_matrix_view_2d_in_perspective(
                self.to_glib_none_mut().0,
                fov_y,
                aspect,
                z_near,
                z_2d,
                width_2d,
                height_2d,
            );
        }
    }
/// Multiplies `self` by a view transform that maps the 2D coordinates
/// (0,0) top left and (`width_2d`,`height_2d`) bottom right the full viewport
/// size. Geometry at a depth of 0 will now lie on this 2D plane.
///
/// Note: this doesn't multiply the matrix by any projection matrix,
/// but it assumes you have a perspective projection as defined by
/// passing the corresponding arguments to `Matrix::perspective`.
///
/// Toolkits such as Clutter that mix 2D and 3D drawing can use this to
/// create a 2D coordinate system within a 3D perspective projected
/// view frustum.
/// ## `fov_y`
/// A field of view angle for the Y axis
/// ## `aspect`
/// The ratio of width to height determining the field of view angle
///  for the x axis.
/// ## `z_near`
/// The distance to the near clip plane. Never pass 0 and always pass
///  a positive number.
/// ## `z_2d`
/// The distance to the 2D plane. (Should always be positive and
///  be between `z_near` and the z_far value that was passed to
///  `Matrix::frustum`)
/// ## `width_2d`
/// The width of the 2D coordinate system
/// ## `height_2d`
/// The height of the 2D coordinate system


this doesn't multiply the matrix by any projection matrix,
but it assumes you have a perspective projection as defined by
passing the corresponding arguments to `Matrix::perspective`.

Toolkits such as Clutter that mix 2D and 3D drawing can use this to
create a 2D coordinate system within a 3D perspective projected
view frustum.
this doesn ' t multiply the matrix by any projection matrix but it assumes you have a perspective projection as defined by passing the corresponding arguments to ` Matrix :: perspective ` . Toolkits such as Clutter that mix 2D and 3D drawing can use this to create a 2D coordinate system within a 3D perspective projected view frustum .
pub fn view_2d_in_perspective(
        &mut self,
        fov_y: f32,
        aspect: f32,
        z_near: f32,
        z_2d: f32,
        width_2d: f32,
        height_2d: f32,
    ) {
        unsafe {
            ffi::cogl_matrix_view_2d_in_perspective(
                self.to_glib_none_mut().0,
                fov_y,
                aspect,
                z_near,
                z_2d,
                width_2d,
                height_2d,
            );
        }
    }
pub fn view_2d_in_perspective ( & mut self , fov_y : f32 , aspect : f32 , z_near : f32 , z_2d : f32 , width_2d : f32 , height_2d : f32 , ) { unsafe { ffi :: cogl_matrix_view_2d_in_perspective ( self . to_glib_none_mut ( ) . 0 , fov_y , aspect , z_near , z_2d , width_2d , height_2d , ) ; } }
Multiplies `self` by a view transform that maps the 2D coordinates
(0,0) top left and (`width_2d`,`height_2d`) bottom right the full viewport
size.
Multiplies ` self ` by a view transform that maps the 2D coordinates ( 0 0 ) top left and ( ` width_2d ` ` height_2d ` ) bottom right the full viewport size .
&mut self
fov_y
f32
aspect
f32
z_near
f32
z_2d
f32
width_2d
f32
height_2d
f32
&mut self
fov_y
f32
aspect
f32
z_near
f32
z_2d
f32
width_2d
f32
height_2d
f32
`fov_y`
A field of view angle for the Y axis
A field of view angle for the Y axis
`aspect`
The ratio of width to height determining the field of view angle
for the x axis.
The ratio of width to height determining the field of view angle for the x axis .
`z_near`
The distance to the near clip plane. Never pass 0 and always pass
a positive number.
The distance to the near clip plane . Never pass 0 and always pass a positive number .
`z_2d`
The distance to the 2D plane. (Should always be positive and
be between `z_near` and the z_far value that was passed to
`Matrix::frustum`)
The distance to the 2D plane . ( Should always be positive and be between ` z_near ` and the z_far value that was passed to ` Matrix :: frustum ` )
`width_2d`
The width of the 2D coordinate system
The width of the 2D coordinate system
`height_2d`
The height of the 2D coordinate system
The height of the 2D coordinate system