Struct kiss3d::camera::ArcBall [] [src]

pub struct ArcBall { /* fields omitted */ }

Arc-ball camera mode.

An arc-ball camera is a camera rotating around a fixed point (the focus point) and always looking at it. The following inputs are handled:

Methods

impl ArcBall
[src]

Create a new arc-ball camera.

Creates a new arc ball camera with default sensitivity values.

The point the arc-ball is looking at.

Get a mutable reference to the point the camera is looking at.

The arc-ball camera yaw.

Sets the camera yaw. Change this to modify the rotation along the up axis.

The arc-ball camera pitch.

Sets the camera pitch.

The distance from the camera position to its view point.

Move the camera such that it is at a given distance from the view point.

Move and orient the camera such that it looks at a specific point.

The button used to rotate the ArcBall camera.

Set the button used to rotate the ArcBall camera. Use None to disable rotation.

The button used to drag the ArcBall camera.

Set the button used to drag the ArcBall camera. Use None to disable dragging.

The key used to reset the ArcBall camera.

Set the key used to reset the ArcBall camera. Use None to disable reset.

Trait Implementations

impl Clone for ArcBall
[src]

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

impl Debug for ArcBall
[src]

Formats the value using the given formatter.

impl Camera for ArcBall
[src]

The clipping planes, aka. (znear, zfar).

The camera view transform.

The camera position.

Handle a mouse event.

The transformation applied by the camera to transform a point in world coordinates to a point in device coordinates. Read more

The transformation applied by the camera to transform point in device coordinates to a point in world coordinate. Read more

Update the camera. This is called once at the beginning of the render loop.

Upload the camera transformation to the gpu. This can be called multiple times on the render loop. Read more

The number of passes required by this camera.

Indicates that a pass will begin.

Indicates that the scene has been rendered and the post-processing is being run.

Converts a 3d point to 2d screen coordinates, assuming the screen has the size size.

Converts a point in 2d screen coordinates to a ray (a 3d position and a direction). Read more