Struct camera_controllers::Camera
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pub struct Camera<T = f32> { pub position: [T; 3], pub up: [T; 3], pub right: [T; 3], pub forward: [T; 3], }
Models a camera with position and directions.
Fields
position: [T; 3]
The camera position.
up: [T; 3]
The up direction.
right: [T; 3]
The right direction.
forward: [T; 3]
The forward direction.
Methods
impl<T> Camera<T> where
T: Copy + Float,
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T: Copy + Float,
fn new(position: [T; 3]) -> Camera<T>
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Constructs a new camera.
Places the camera at [x, y, z], looking towards pozitive z.
fn orthogonal(&self) -> [[T; 4]; 4]
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Computes an orthogonal matrix for the camera.
This matrix can be used to transform coordinates to the screen.
fn look_at(&mut self, point: [T; 3])
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Orients the camera to look at a point.
fn set_yaw_pitch(&mut self, yaw: T, pitch: T)
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Sets yaw and pitch angle of camera in radians.
fn set_rotation(&mut self, rotation: (T, [T; 3]))
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Sets forward, up, and right vectors from a Quaternion rotation relative to the positive z-axis