pub fn view(&self) -> Matrix4<FreeCoordinate> {
        Matrix4::from_angle_x(Deg(self.body.pitch))
            * Matrix4::from_angle_y(Deg(self.body.yaw))
            * Matrix4::from_translation(-(self.body.position.to_vec()))
    }
/// Computes the view matrix for this character's eye; the translation and rotation from
/// the [`Space`]'s coordinate system to one where the look direction is the -Z axis.
Computes the view matrix for this character's eye; the translation and rotation from
the [`Space`]'s coordinate system to one where the look direction is the -Z axis.
Computes the view matrix for this character ' s eye ; the translation and rotation from the [ ` Space ` ] ' s coordinate system to one where the look direction is the - Z axis .
pub fn view(&self) -> Matrix4<FreeCoordinate> {
        Matrix4::from_angle_x(Deg(self.body.pitch))
            * Matrix4::from_angle_y(Deg(self.body.yaw))
            * Matrix4::from_translation(-(self.body.position.to_vec()))
    }
pub fn view ( & self ) -> Matrix4 < FreeCoordinate > { Matrix4 :: from_angle_x ( Deg ( self . body . pitch ) ) * Matrix4 :: from_angle_y ( Deg ( self . body . yaw ) ) * Matrix4 :: from_translation ( - ( self . body . position . to_vec ( ) ) ) }
Computes the view matrix for this character's eye; the translation and rotation from
the [`Space`]'s coordinate system to one where the look direction is the -Z axis.
Computes the view matrix for this character ' s eye ; the translation and rotation from the [ ` Space ` ] ' s coordinate system to one where the look direction is the - Z axis .
&self