pub struct Camera {
pub position: Vec3,
pub yaw: f32,
pub pitch: f32,
pub aspect: f32,
pub fov: f32,
pub znear: f32,
pub zfar: f32,
}Fields§
§position: Vec3§yaw: f32Radians, rotation around world +Y.
pitch: f32Radians. Callers should keep this in roughly (-PI/2, PI/2) to avoid the view flipping
through the poles — up is fixed to world +Y, so there’s no roll to fall back on there.
aspect: f32§fov: f32Vertical field of view, in degrees.
znear: f32§zfar: f32Implementations§
Source§impl Camera
impl Camera
pub fn forward(&self) -> Vec3
Sourcepub fn yaw_pitch_from_forward(forward: Vec3) -> (f32, f32)
pub fn yaw_pitch_from_forward(forward: Vec3) -> (f32, f32)
Extracts yaw/pitch (no roll) from a normalized direction vector — the inverse of
forward(). Shared by look_at and by CameraComponent::derive_camera, which both need
to turn a direction into this camera’s angle representation.
Sourcepub fn look_at(&mut self, target: Vec3)
pub fn look_at(&mut self, target: Vec3)
Points the camera at target from its current position, for call sites that think in
terms of “look at this point” rather than angles.
pub fn build_view_projection_matrix(&self) -> Mat4
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Camera
impl RefUnwindSafe for Camera
impl Send for Camera
impl Sync for Camera
impl Unpin for Camera
impl UnsafeUnpin for Camera
impl UnwindSafe for Camera
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