use VRFieldOfView;
/// The VREyeParameters interface represents all the information
/// required to correctly render a scene for a given eye.
#[derive(Debug, Clone)]
#[cfg_attr(feature = "serde-serialization", derive(Deserialize, Serialize))]
pub struct VREyeParameters {
/// Offset from the center point between the users eyes to the center of the eye in meters.
pub offset: [f32; 3],
/// Describes the recommended render target width of each eye viewport, in pixels.
pub render_width: u32,
/// Describes the recommended render target height of each eye viewport, in pixels.
pub render_height: u32,
/// Describes the current field of view for the eye
pub field_of_view: VRFieldOfView
}
impl Default for VREyeParameters {
fn default() -> VREyeParameters {
VREyeParameters {
offset: [0.0, 0.0, 0.0],
render_width: 0,
render_height: 0,
field_of_view: VRFieldOfView::default()
}
}
}