TrackballCamera

Struct TrackballCamera 

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pub struct TrackballCamera {
    pub frame: Frame<f32>,
    pub scope: Scope<f32>,
    pub blend: f32,
    pub reset: Frame<f32>,
    pub clamp: Option<Box<dyn Clamp<f32>>>,
    pub group: HashMap<Entity, bool>,
    /* private fields */
}
Expand description

Trackball camera component mainly defined by Frame and Scope.

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§frame: Frame<f32>

Camera frame defining Transform.

Comprises following properties:

  • target position as trackball center
  • camera eye rotation on trackball surface (incl. roll, gimbal lock-free using quaternion)
  • trackball radius
§scope: Scope<f32>

Camera scope defining Projection.

Comprises following properties:

  • field of view angle (default is 45 degrees) and its mode of either Fixed::Ver (default), Fixed::Hor, or Fixed::Upp.
  • projection mode of either perspective (default) or orthographic (scale preserving)
  • clip planes either measured from eye (default) or target (object inspection mode)
§blend: f32

Blend half-life from 0 (fast) to 1000 (slow) milliseconds. Default is 40.0.

It is the time passed until halfway of fps-agnostic exponential ease-out.

§reset: Frame<f32>

Camera frame to reset to when TrackballInput::reset_key is pressed.

§clamp: Option<Box<dyn Clamp<f32>>>

User boundary conditions clamping camera Frame.

Allows to limit target/eye position or minimal/maximal target/eye distance or up rotation.

§group: HashMap<Entity, bool>

Additional TrackballController entities to which this camera is sensitive.

It is always sensitive to its own controller if it has one. A mapped value of true will clamp the active controller as well and hence all other cameras of this group whenever this camera is clamped. If false, only this camera is clamped whereas other cameras of this group continue to follow the active controller.

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impl TrackballCamera

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pub fn look_at(target: Vec3, eye: Vec3, up: Vec3) -> Self

Defines camera with target position and eye position inclusive its roll attitude (up).

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pub const fn with_scope(self, scope: Scope<f32>) -> Self

Defines scope, see Self::scope.

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pub const fn with_blend(self, blend: f32) -> Self

Defines blend half-life, see Self::blend.

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pub const fn with_reset(self, reset: Frame<f32>) -> Self

Defines reset frame, see Self::reset.

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pub fn with_clamp(self, clamp: impl Clamp<f32>) -> Self

Defines user boundary conditions, see Self::clamp.

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pub fn add_controller(self, id: Entity, rigid: bool) -> Self

Adds additional controller to which this camera is sensitive, see Self::group.

Trait Implementations§

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impl Component for TrackballCamera
where Self: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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type Mutability = Mutable

A marker type to assist Bevy with determining if this component is mutable, or immutable. Mutable components will have Component<Mutability = Mutable>, while immutable components will instead have Component<Mutability = Immutable>. Read more
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fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )

Registers required components. Read more
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add ComponentHook for this Component if one is defined.
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert ComponentHook for this Component if one is defined.
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fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_replace ComponentHook for this Component if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove ComponentHook for this Component if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn ComponentHook for this Component if one is defined.
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper,

Maps the entities on this component using the given EntityMapper. This is used to remap entities in contexts like scenes and entity cloning. When deriving Component, this is populated by annotating fields containing entities with #[entities] Read more
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impl Debug for TrackballCamera

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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type Effect = ()

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