Struct ActiveCameraData

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pub struct ActiveCameraData {
    pub entity: Option<Entity>,
    pub viewport_size: Option<Vec2>,
    pub window_size: Option<Vec2>,
    pub manual: bool,
}
Expand description

Tracks which PanOrbitCamera is active (should handle input events), along with the window and viewport dimensions, which are used for scaling mouse motion. PanOrbitCameraPlugin manages this resource automatically, in order to support multiple viewports/windows. However, if this doesn’t work for you, you can take over and manage it yourself, e.g. when you want to control a camera that is rendering to a texture.

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§entity: Option<Entity>

ID of the entity with PanOrbitCamera that will handle user input. In other words, this is the camera that will move when you orbit/pan/zoom.

§viewport_size: Option<Vec2>

The viewport size. This is only used to scale the panning mouse motion. I recommend setting this to the actual render target dimensions (e.g. the image or viewport), and changing PanOrbitCamera::pan_sensitivity to adjust the sensitivity if required.

§window_size: Option<Vec2>

The size of the window. This is only used to scale the orbit mouse motion. I recommend setting this to actual dimensions of the window that you want to control the camera from, and changing PanOrbitCamera::orbit_sensitivity to adjust the sensitivity if required.

§manual: bool

Indicates to PanOrbitCameraPlugin that it should not update/overwrite this resource. If you are manually updating this resource you should set this to true. Note that setting this to true will effectively break multiple viewport/window support unless you manually reimplement it.

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impl Debug for ActiveCameraData

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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 Default for ActiveCameraData

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fn default() -> ActiveCameraData

Returns the “default value” for a type. Read more
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impl PartialEq for ActiveCameraData

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fn eq(&self, other: &ActiveCameraData) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Resource for ActiveCameraData
where Self: Send + Sync + 'static,

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impl StructuralPartialEq for ActiveCameraData

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