Struct re_space_view_spatial::eye::ViewEye

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pub struct ViewEye {
    mode: EyeMode,
    center: Vec3,
    orbit_radius: f32,
    world_from_view_rot: Quat,
    fov_y: f32,
    eye_up: Vec3,
    velocity: Vec3,
}
Expand description

An eye (camera) in 3D space, controlled by the user.

This is either a first person camera or an orbital camera, controlled by EyeMode. We combine these two modes in one struct because they share a lot of state and logic.

Note: we use “eye” so we don’t confuse this with logged camera.

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§mode: EyeMode

First person or orbital?

§center: Vec3

Center of orbit, or camera position in first person mode.

§orbit_radius: f32

Ignored for EyeMode::FirstPerson, but kept for if/when the user switches to orbital mode.

§world_from_view_rot: Quat

Rotate to world-space from view-space (RUB).

§fov_y: f32

Vertical field of view in radians.

§eye_up: Vec3

The up-axis of the eye itself, in world-space.

Initially, the up-axis of the eye will be the same as the up-axis of the scene (or +Z if the scene has no up axis defined). Rolling the camera (e.g. middle-click) will permanently modify the eye’s up axis, until the next reset.

A value of Vec3::ZERO is valid and will result in 3 degrees of freedom, although we never use it at the moment.

§velocity: Vec3

For controlling the eye with WSAD in a smooth way.

Implementations§

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impl ViewEye

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const MAX_PITCH: f32 = 1.5550884f32

Avoids zentith/nadir singularity.

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pub fn new_orbital( orbit_center: Vec3, orbit_radius: f32, world_from_view_rot: Quat, eye_up: Vec3 ) -> Self

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pub fn mode(&self) -> EyeMode

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pub fn set_mode(&mut self, new_mode: EyeMode)

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pub fn orbit_center(&self) -> Option<Vec3>

If in orbit mode, what are we orbiting around?

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pub fn orbit_radius(&self) -> Option<f32>

If in orbit mode, how far from the orbit center are we?

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pub fn set_orbit_center_and_radius( &mut self, orbit_center: Vec3, orbit_radius: f32 )

Set what we orbit around, and at what distance.

If we are not in orbit mode, the state will still be set and used if the user switches to orbit mode.

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pub fn position(&self) -> Vec3

The world-space position of the eye.

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pub fn eye_up(&self) -> Option<Vec3>

The local up-axis, if set

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pub fn to_eye(self) -> Eye

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pub fn copy_from_eye(&mut self, eye: &Eye)

Create an ViewEye from a Eye.

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pub fn lerp(&self, other: &Self, t: f32) -> Self

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fn fwd(&self) -> Vec3

World-direction we are looking at

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fn pitch(&self) -> Option<f32>

Only valid if we have an up-vector set.

[-tau/4, +tau/4]

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pub fn update( &mut self, response: &Response, drag_threshold: f32, bounding_boxes: &SceneBoundingBoxes ) -> bool

Returns true if interaction occurred. I.e. the camera changed via user input.

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fn keyboard_navigation(&mut self, egui_ctx: &Context, speed: f32) -> bool

Listen to WSAD and QE to move the eye.

Returns true if we did anything.

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pub fn rotate(&mut self, delta: Vec2)

Rotate based on a certain number of pixel delta.

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fn roll(&mut self, rect: &Rect, pointer_pos: Pos2, delta: Vec2)

Rotate around forward axis

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fn translate(&mut self, delta_in_view: Vec2)

Given a delta in view-space, translate the eye.

Trait Implementations§

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impl Clone for ViewEye

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fn clone(&self) -> ViewEye

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ViewEye

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

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for ViewEye

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for ViewEye

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fn eq(&self, other: &ViewEye) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for ViewEye

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl Copy for ViewEye

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impl StructuralPartialEq for ViewEye

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