pub struct Frame<N: Copy + RealField> { /* private fields */ }
Expand description

Frame wrt camera eye and target.

Implementations

Sets eye position inclusive its roll attitude and target position in world space.

Eye position in world space.

Sets eye position inclusive its roll attitude in world space preserving target position.

Target position in world space.

Sets target position in world space preserving eye position inclusive its roll attitude.

Distance between eye and target.

Sets distance between eye and target preserving target position.

Scales distance between eye and target by ratio preserving target position.

Scales distance between eye and point in camera space by ratio preserving target position.

Scales distance between eye and point in world space by ratio preserving target position.

Slides camera eye and target by vector in camera space.

Slides camera eye and target by vector in world space.

Orbits eye by rotation in camera space around target.

Orbits eye by rotation in camera space around point in camera space.

Orbits eye by rotation in world space around target.

Orbits eye by rotation in world space around point in world space.

Orbits target around eye by pitch and yaw preserving roll attitude aka first person view.

Use fixed Self::yaw_axis() by capturing it when entering first person view.

Positive x-axis in camera space pointing from left to right.

Positive y-axis in camera space pointing from bottom to top.

Positive z-axis in camera space pointing from back to front.

Positive x-axis in world space pointing from left to right.

Positive y-axis in world space pointing from bottom to top.

Positive z-axis in world space pointing from back to front.

Eye attitude via intrinsic (pitch, yaw, roll) angles, see Self::set_angles().

Sets eye attitude via intrinsic angles.

Eye rotation occurs in the sense prescribed by the right-hand rule in the following order:

  1. roll about Self::roll_axis() within ±π,
  2. pitch about rolled Self::pitch_axis() within ±π,
  3. yaw about rolled and pitched Self::yaw_axis() within ±π/2.

View transformation from world to camera space.

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Should always be Self

The inverse inclusion map: attempts to construct self from the equivalent element of its superset. Read more

Checks if self is actually part of its subset T (and can be converted to it).

Use with care! Same as self.to_subset but without any property checks. Always succeeds.

The inclusion map: converts self to the equivalent element of its superset.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.