[−][src]Struct kiss3d::camera::FirstPersonStereo
First-person camera mode.
- Left button press + drag - look around
- Right button press + drag - translates the camera position on the plane orthogonal to the view direction
- Scroll in/out - zoom in/out
Methods
impl FirstPersonStereo
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pub fn new(eye: Point3<f32>, at: Point3<f32>, ipd: f32) -> FirstPersonStereo
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Creates a first person camera with default sensitivity values.
pub fn new_with_frustrum(
fov: f32,
znear: f32,
zfar: f32,
eye: Point3<f32>,
at: Point3<f32>,
ipd: f32
) -> FirstPersonStereo
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fov: f32,
znear: f32,
zfar: f32,
eye: Point3<f32>,
at: Point3<f32>,
ipd: f32
) -> FirstPersonStereo
Creates a new first person camera with default sensitivity values.
pub fn look_at(&mut self, eye: Point3<f32>, at: Point3<f32>)
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Changes the orientation and position of the camera to look at the specified point.
pub fn at(&self) -> Point3<f32>
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The point the camera is looking at.
pub fn ipd(&self) -> f32
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return Inter Pupilary Distance
pub fn set_ipd(&mut self, ipd: f32)
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change Inter Pupilary Distance
Trait Implementations
impl Camera for FirstPersonStereo
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fn clip_planes(&self) -> (f32, f32)
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fn view_transform(&self) -> Isometry3<f32>
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The imaginary middle eye camera view transformation (i-e transformation without projection).
fn handle_event(&mut self, canvas: &Canvas, event: &WindowEvent)
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fn eye(&self) -> Point3<f32>
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fn transformation(&self) -> Matrix4<f32>
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fn inverse_transformation(&self) -> Matrix4<f32>
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fn update(&mut self, canvas: &Canvas)
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fn upload(
&self,
pass: usize,
proj: &mut ShaderUniform<Matrix4<f32>>,
view: &mut ShaderUniform<Matrix4<f32>>
)
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&self,
pass: usize,
proj: &mut ShaderUniform<Matrix4<f32>>,
view: &mut ShaderUniform<Matrix4<f32>>
)
fn num_passes(&self) -> usize
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fn start_pass(&self, pass: usize, canvas: &Canvas)
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fn render_complete(&self, canvas: &Canvas)
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fn project(
&self,
world_coord: &Point3<f32>,
size: &Vector2<f32>
) -> Vector2<f32>
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&self,
world_coord: &Point3<f32>,
size: &Vector2<f32>
) -> Vector2<f32>
Converts a 3d point to 2d screen coordinates, assuming the screen has the size size
.
fn unproject(
&self,
window_coord: &Point2<f32>,
size: &Vector2<f32>
) -> (Point3<f32>, Vector3<f32>)
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&self,
window_coord: &Point2<f32>,
size: &Vector2<f32>
) -> (Point3<f32>, Vector3<f32>)
Converts a point in 2d screen coordinates to a ray (a 3d position and a direction). Read more
impl Debug for FirstPersonStereo
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Auto Trait Implementations
impl Send for FirstPersonStereo
impl Sync for FirstPersonStereo
Blanket Implementations
impl<T, U> Into for T where
U: From<T>,
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U: From<T>,
impl<T> From for T
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impl<T, U> TryFrom for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T> Borrow for T where
T: ?Sized,
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T: ?Sized,
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> BorrowMut for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T, U> TryInto for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<T> SetParameter for T
fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
T: Parameter<Self>,
Sets value
as a parameter of self
.
impl<T> Same for T
type Output = T
Should always be Self
impl<SS, SP> SupersetOf for SP where
SS: SubsetOf<SP>,
SS: SubsetOf<SP>,
fn to_subset(&self) -> Option<SS>
fn is_in_subset(&self) -> bool
unsafe fn to_subset_unchecked(&self) -> SS
fn from_subset(element: &SS) -> SP
impl<T> Downcast for T where
T: Any,
T: Any,