Struct trackball::Frame [−][src]
Frame wrt camera eye and target.
Implementations
impl<N: RealField> Frame<N>
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pub fn look_at(eye: &Point3<N>, at: &Point3<N>, up: &Vector3<N>) -> Self
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Sets eye position inclusive its roll attitude and target position in world space.
pub fn eye(&self) -> Point3<N>
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Eye position in world space.
pub fn set_eye(&mut self, eye: &Point3<N>, up: &Vector3<N>)
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Sets eye position inclusive its roll attitude in world space preserving target position.
pub fn target(&self) -> &Point3<N>
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Target position in world space.
pub fn set_target(&mut self, at: &Point3<N>)
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Sets target position in world space preserving eye position inclusive its roll attitude.
pub fn distance(&self) -> N
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Distance between eye and target.
pub fn set_distance(&mut self, zat: N)
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Sets distance between eye and target preserving target position.
pub fn scale(&mut self, rat: N)
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Scales distance between eye and target by ratio preserving target position.
pub fn local_scale_at(&mut self, rat: N, pos: &Point3<N>)
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Scales distance between eye and point in camera space by ratio preserving target position.
pub fn scale_at(&mut self, rat: N, pos: &Point3<N>)
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Scales distance between eye and point in world space by ratio preserving target position.
pub fn local_slide(&mut self, vec: &Vector3<N>)
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Slides camera eye and target by vector in camera space.
pub fn slide(&mut self, vec: &Vector3<N>)
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Slides camera eye and target by vector in world space.
pub fn local_orbit(&mut self, rot: &UnitQuaternion<N>)
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Orbits eye by rotation in camera space at target.
pub fn local_orbit_at(&mut self, rot: &UnitQuaternion<N>, pos: &Point3<N>)
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Orbits eye by rotation in camera space at point in camera space.
pub fn orbit(&mut self, rot: &UnitQuaternion<N>)
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Orbits eye by rotation in world space at target.
pub fn orbit_at(&mut self, rot: &UnitQuaternion<N>, pos: &Point3<N>)
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Orbits eye by rotation in world space at point in world space.
pub fn local_pitch_axis(&self) -> Unit<Vector3<N>>
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Positive x-axis in camera space pointing from left to right.
pub fn local_yaw_axis(&self) -> Unit<Vector3<N>>
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Positive y-axis in camera space pointing from bottom to top.
pub fn local_roll_axis(&self) -> Unit<Vector3<N>>
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Positive z-axis in camera space pointing from back to front.
pub fn pitch_axis(&self) -> Unit<Vector3<N>>
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Positive x-axis in world space pointing from left to right.
pub fn yaw_axis(&self) -> Unit<Vector3<N>>
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Positive y-axis in world space pointing from bottom to top.
pub fn roll_axis(&self) -> Unit<Vector3<N>>
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Positive z-axis in world space pointing from back to front.
pub fn angles(&self) -> (N, N, N)
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Eye attitude via intrinsic (pitch, yaw, roll)
angles, see Self::set_angles()
.
pub fn set_angles(&mut self, pitch: N, yaw: N, roll: N)
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Sets eye attitude via intrinsic angles.
Eye rotation occurs in the sense prescribed by the right-hand rule in the following order:
- roll about
Self::roll_axis()
within ±π, - pitch about rolled
Self::pitch_axis()
within ±π, - yaw about rolled and pitched
Self::yaw_axis()
within ±π/2.
pub fn view(&self) -> Isometry3<N>
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View transformation from world to camera space.
Trait Implementations
impl<N: Clone + RealField> Clone for Frame<N>
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impl<N: Debug + RealField> Debug for Frame<N>
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impl<N: Eq + RealField> Eq for Frame<N>
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impl<N: PartialEq + RealField> PartialEq<Frame<N>> for Frame<N>
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impl<N: RealField> StructuralEq for Frame<N>
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impl<N: RealField> StructuralPartialEq for Frame<N>
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Auto Trait Implementations
impl<N> RefUnwindSafe for Frame<N> where
N: RefUnwindSafe,
N: RefUnwindSafe,
impl<N> Send for Frame<N>
impl<N> Sync for Frame<N>
impl<N> Unpin for Frame<N> where
N: Unpin,
N: Unpin,
impl<N> UnwindSafe for Frame<N> where
N: UnwindSafe,
N: UnwindSafe,
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
SS: SubsetOf<SP>,
pub fn to_subset(&self) -> Option<SS>
pub fn is_in_subset(&self) -> bool
pub fn to_subset_unchecked(&self) -> SS
pub fn from_subset(element: &SS) -> SP
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> 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.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,