Struct camera_controllers::Camera []

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

fn new(position: [T; 3]) -> Camera<T>

Constructs a new camera.

Places the camera at [x, y, z], looking towards pozitive z.

fn orthogonal(&self) -> [[T; 4]; 4]

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])

Orients the camera to look at a point.

fn set_yaw_pitch(&mut self, yaw: T, pitch: T)

Sets yaw and pitch angle of camera in radians.

fn set_rotation(&mut self, rotation: (T, [T; 3]))

Sets forward, up, and right vectors from a Quaternion rotation relative to the positive z-axis