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,
/* private fields */
}
Expand description
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.
By default the direction is [0.0, 0.0, 0.0]
.
This direction is changed by user input.
position: [T; 3]
The position of the camera.
velocity: T
The velocity we are moving in the direction (slow = 1, fast = 2).
By default, this is not activated since direction is [0.0, 0.0, 0.0]
.
Implementations§
Source§impl<T> FirstPerson<T>where
T: Float,
impl<T> FirstPerson<T>where
T: Float,
Sourcepub fn new(position: [T; 3], settings: FirstPersonSettings<T>) -> FirstPerson<T>
pub fn new(position: [T; 3], settings: FirstPersonSettings<T>) -> FirstPerson<T>
Creates a new first person camera.
Sourcepub fn event<E>(&mut self, e: &E)where
E: GenericEvent,
pub fn event<E>(&mut self, e: &E)where
E: GenericEvent,
Handles game event and updates camera.
Auto Trait Implementations§
impl<T> Freeze for FirstPerson<T>where
T: Freeze,
impl<T> RefUnwindSafe for FirstPerson<T>where
T: RefUnwindSafe,
impl<T> Send for FirstPerson<T>where
T: Send,
impl<T> Sync for FirstPerson<T>where
T: Sync,
impl<T> Unpin for FirstPerson<T>where
T: Unpin,
impl<T> UnwindSafe for FirstPerson<T>where
T: UnwindSafe,
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more