pub fn look_at(&mut self, eye: Point3<f32>, at: Point3<f32>) {
        let dist = (eye - at).norm();
        let pitch = ((eye.y - at.y) / dist).acos();
        let yaw = (eye.z - at.z).atan2(eye.x - at.x);

        self.at = at;
        self.dist = dist;
        self.yaw = yaw;
        self.pitch = pitch;

        self.update_restrictions();
        self.update_projviews();
    }
/// Move and orient the camera such that it looks at a specific point.
Move and orient the camera such that it looks at a specific point.
Move and orient the camera such that it looks at a specific point .
pub fn look_at(&mut self, eye: Point3<f32>, at: Point3<f32>) {
        let dist = (eye - at).norm();
        let pitch = ((eye.y - at.y) / dist).acos();
        let yaw = (eye.z - at.z).atan2(eye.x - at.x);
        self.at = at;
        self.dist = dist;
        self.yaw = yaw;
        self.pitch = pitch;
        self.update_restrictions();
        self.update_projviews();
    }
pub fn look_at ( & mut self , eye : Point3 < f32 > , at : Point3 < f32 > ) { let dist = ( eye - at ) . norm ( ) ; let pitch = ( ( eye . y - at . y ) / dist ) . acos ( ) ; let yaw = ( eye . z - at . z ) . atan2 ( eye . x - at . x ) ; self . at = at ; self . dist = dist ; self . yaw = yaw ; self . pitch = pitch ; self . update_restrictions ( ) ; self . update_projviews ( ) ; }
Move and orient the camera such that it looks at a specific point.
Move and orient the camera such that it looks at a specific point .
&mut self
eye
Point3<f32>
at
Point3<f32>
&mut self
eye
Point3<f32>
at
Point3<f32>