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CameraController

Struct CameraController 

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pub struct CameraController {
    pub active_button: Option<MouseButton>,
    pub last_mouse_pos: Vec2,
    pub mouse_delta: Vec2,
}
Expand description

Camera controller for handling input events

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§active_button: Option<MouseButton>§last_mouse_pos: Vec2§mouse_delta: Vec2

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impl CameraController

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pub fn new() -> Self

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pub fn mouse_press( &mut self, position: Vec2, button: MouseButton, _modifiers: Modifiers, )

Handle mouse press

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pub fn mouse_release( &mut self, _position: Vec2, button: MouseButton, _modifiers: Modifiers, )

Handle mouse release

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pub fn mouse_move( &mut self, position: Vec2, delta: Vec2, viewport_px: (u32, u32), modifiers: Modifiers, camera: &mut Camera, )

Handle mouse movement

For 3D (perspective) cameras:

  • left drag: orbit/rotate
  • right drag: pan

For 2D (orthographic) cameras, we treat drag as pan by shifting the orthographic bounds in data-space. We avoid translating the view matrix in X/Y because the ortho bounds already live in data coordinates.

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pub fn mouse_wheel( &mut self, delta: Vec2, position_px: Vec2, viewport_px: (u32, u32), modifiers: Modifiers, camera: &mut Camera, )

Handle mouse wheel

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impl Debug for CameraController

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for CameraController

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fn default() -> CameraController

Returns the “default value” for a type. Read more

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