Struct camera_controllers::FirstPerson
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[src]
pub struct FirstPerson<T = f32> { pub settings: FirstPersonSettings<T>, pub yaw: T, pub pitch: T, pub direction: [T; 3], pub position: [T; 3], pub velocity: T, // some fields omitted }
Models a flying first person camera.
Fields
settings: FirstPersonSettings<T>
The first person camera settings.
yaw: T
The yaw angle (in radians).
pitch: T
The pitch angle (in radians).
direction: [T; 3]
The direction we are heading.
position: [T; 3]
The position of the camera.
velocity: T
The velocity we are moving in the direction.
Methods
impl<T> FirstPerson<T> where
T: Float,
[src]
T: Float,
fn new(position: [T; 3], settings: FirstPersonSettings<T>) -> FirstPerson<T>
Creates a new first person camera.
fn camera(&self, dt: f64) -> Camera<T>
Computes camera.
fn event<E>(&mut self, e: &E) where
E: GenericEvent,
E: GenericEvent,
Handles game event and updates camera.