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OrbitCameraController

Struct OrbitCameraController 

Source
pub struct OrbitCameraController {
    pub orbit_sensitivity: f32,
    pub zoom_sensitivity: f32,
    /* private fields */
}
Expand description

High-level orbit / pan / zoom camera controller.

Wraps the lower-level ViewportInput resolver and applies semantic camera actions to a Camera in a single apply_to_camera call.

§Integration pattern (winit / single window)

// --- AppState construction ---
controller.begin_frame(ViewportContext { hovered: true, focused: true, viewport_size });

// --- window_event ---
controller.push_event(translated_event);

// --- RedrawRequested ---
controller.apply_to_camera(&mut state.camera);
controller.begin_frame(ViewportContext { hovered: true, focused: true, viewport_size });
// ... render ...

§Integration pattern (eframe / egui)

// --- update() ---
controller.begin_frame(ViewportContext {
    hovered: response.hovered(),
    focused: response.has_focus(),
    viewport_size: [rect.width(), rect.height()],
});
// push events from ui.input(|i| { ... })
controller.apply_to_camera(&mut self.camera);

Fields§

§orbit_sensitivity: f32

Sensitivity for drag-based orbit (radians per pixel).

§zoom_sensitivity: f32

Sensitivity for scroll-based zoom (scale factor per pixel).

Implementations§

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impl OrbitCameraController

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pub const DEFAULT_ORBIT_SENSITIVITY: f32 = 0.005

Default drag orbit sensitivity: 0.005 radians per pixel.

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pub const DEFAULT_ZOOM_SENSITIVITY: f32 = 0.001

Default scroll zoom sensitivity: 0.001 scale per pixel.

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pub fn new(preset: BindingPreset) -> Self

Create a controller from the given binding preset.

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pub fn viewport_primitives() -> Self

Create a controller with the BindingPreset::ViewportPrimitives preset.

This is the canonical control scheme matching examples/winit_primitives.

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pub fn viewport_all() -> Self

Create a controller with the BindingPreset::ViewportAll preset.

Includes all camera navigation bindings plus keyboard shortcuts for normal mode, fly mode, and manipulation mode. Use this to replace crate::InputSystem entirely.

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pub fn begin_frame(&mut self, ctx: ViewportContext)

Begin a new frame.

Resets per-frame accumulators and records viewport context (hover/focus state and size). Call this at the end of each rendered frame — after apply_to_camera — so the accumulator is ready for the next batch of events.

Also call once immediately after construction to prime the accumulator.

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pub fn push_event(&mut self, event: ViewportEvent)

Push a single viewport-scoped event into the accumulator.

Call this from the host’s event handler whenever a relevant native event arrives, after translating it to a ViewportEvent.

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pub fn resolve(&self) -> ActionFrame

Resolve accumulated events into an ActionFrame without applying any camera navigation.

Use this when the caller needs to inspect actions but camera movement should be suppressed — for example during gizmo manipulation or fly mode where the camera is driven by other logic.

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pub fn apply_to_camera(&self, camera: &mut Camera) -> ActionFrame

Resolve accumulated events, apply camera navigation, and return the ActionFrame for this frame.

Call this in the render / update step, before begin_frame for the next frame.

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