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FreeCamera

Struct FreeCamera 

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pub struct FreeCamera {
Show 14 fields pub sensitivity: f32, pub key_forward: KeyCode, pub key_back: KeyCode, pub key_left: KeyCode, pub key_right: KeyCode, pub key_up: KeyCode, pub key_down: KeyCode, pub key_run: KeyCode, pub mouse_key_cursor_grab: MouseButton, pub keyboard_key_toggle_cursor_grab: KeyCode, pub walk_speed: f32, pub run_speed: f32, pub scroll_factor: f32, pub friction: f32,
}
Expand description

Stores the settings for the FreeCamera controller.

This component defines static configuration for camera controls, including movement speed, sensitivity, and input bindings.

From the controller’s perspective, this data is treated as immutable, but it may be modified externally (e.g., by a settings UI) at runtime.

Add this component to a Camera entity to enable FreeCamera controls. The associated dynamic state is automatically handled by FreeCameraState, which is added to the entity as a required component.

To activate the controller, add the FreeCameraPlugin to your App.

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§sensitivity: f32

Multiplier for pitch and yaw rotation speed.

§key_forward: KeyCode

KeyCode for forward translation.

§key_back: KeyCode

KeyCode for backward translation.

§key_left: KeyCode

KeyCode for left translation.

§key_right: KeyCode

KeyCode for right translation.

§key_up: KeyCode

KeyCode for up translation.

§key_down: KeyCode

KeyCode for down translation.

§key_run: KeyCode

KeyCode to use run_speed instead of walk_speed for translation.

§mouse_key_cursor_grab: MouseButton

MouseButton for grabbing the mouse focus.

§keyboard_key_toggle_cursor_grab: KeyCode

KeyCode for grabbing the keyboard focus.

§walk_speed: f32

Base multiplier for unmodified translation speed.

§run_speed: f32

Base multiplier for running translation speed.

§scroll_factor: f32

Multiplier for how the mouse scroll wheel modifies walk_speed and run_speed.

§friction: f32

Friction factor used to exponentially decay velocity over time.

Trait Implementations§

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impl Component for FreeCamera
where Self: Send + Sync + 'static,

Required Components: FreeCameraState.

A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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type Mutability = Mutable

A marker type to assist Bevy with determining if this component is mutable, or immutable. Mutable components will have Component<Mutability = Mutable>, while immutable components will instead have Component<Mutability = Immutable>. Read more
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fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )

Registers required components. Read more
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>

Returns ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read more
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add ComponentHook for this Component if one is defined.
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert ComponentHook for this Component if one is defined.
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fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_replace ComponentHook for this Component if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove ComponentHook for this Component if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn ComponentHook for this Component if one is defined.
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper,

Maps the entities on this component using the given EntityMapper. This is used to remap entities in contexts like scenes and entity cloning. When deriving Component, this is populated by annotating fields containing entities with #[entities] Read more
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impl Default for FreeCamera

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Display for FreeCamera

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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impl<T> Any for T
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fn borrow_mut(&mut self) -> &mut T

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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>

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fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>

Return a iterator over this Bundle’s component ids. This will be None if the component has not been registered.
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impl<C> BundleFromComponents for C
where C: Component,

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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
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impl<C> DynamicBundle for C
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type Effect = ()

An operation on the entity that happens after inserting this bundle.
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unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect

Moves the components out of the bundle. Read more
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unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )

Applies the after-effects of spawning this bundle. Read more
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