public struct PovAimAims from two angles the game supplies, and looks at nothing.
No guide page documents this yet — the page shows what the code says about itself.
As a scene component
- Size
- 20 bytes — 512 rows in a 16 KB chunk, alone on the archetype
Remarks
A first-person or free-look camera. Like OrbitBody, it reads no device: Yaw and Pitch are written by whatever is steering — a mouse, a stick, a scripted pan — and the aim stage's contribution is the clamp, the level horizon and the damping.
MinimumPitch and MaximumPitch are what stop the player from looking so far up that the world turns over. They are clamped before the rotation is built, not after, so a camera held against the limit has a stable orientation rather than one that flips through the pole.
Fields and properties (6)
public float YawWhere the camera is turned to, in radians, about the world's up axis.
public float PitchHow far up the camera is tilted, in radians. Positive looks up.
public float MinimumPitchThe furthest down the camera may look, in radians.
public float MaximumPitchThe furthest up the camera may look, in radians.
public float DampingHow long the camera takes to remove 99 % of the difference. Zero is instant.
public static PovAim DefaultA level camera that may look 80° up and 80° down, following its input exactly.
Used by (13)
- CameraDirectorTestsVixen.Engine.Tests
- ComponentRegistrationVixen.Engine
- PlayerAllocationTestsVixen.Engine.Tests
- PlayerCamerasVixen.Engine
- PlayerInputTestsVixen.Engine.Tests
- PossessionSystemVixen.Engine
- PossessionTestsVixen.Engine.Tests
- TypeRegistrationVixen.Engine
- VirtualCameraSystemVixen.Engine
- VirtualCameraTestsVixen.Engine.Tests
- VirtualCamerasVixen.Engine
- Vixen_Engine_Cameras_PovAimSerializerVixen.Engine
- MaterialIconsVixen.Editor.App