pub fn reset(anchor_tf: &mut Transform, cam_tf: &mut Transform) {
        *cam_tf = Transform::from_translation(Vec3::new(0.0, 0.0, 5.0));
        *anchor_tf = Transform::from_translation(Vec3::new(0.02, -0.025, -0.05))
            * Transform::from_translation(Vec3::new(-0.02, 0.025, 0.05))
                .looking_at(Vec3::default(), Vec3::Y);
    }
/// Resets the camera to the default position.
Resets the camera to the default position.
Resets the camera to the default position .
pub fn reset(anchor_tf: &mut Transform, cam_tf: &mut Transform) {
        *cam_tf = Transform::from_translation(Vec3::new(0.0, 0.0, 5.0));
        *anchor_tf = Transform::from_translation(Vec3::new(0.02, -0.025, -0.05))
            * Transform::from_translation(Vec3::new(-0.02, 0.025, 0.05))
                .looking_at(Vec3::default(), Vec3::Y);
    }
pub fn reset ( anchor_tf : & mut Transform , cam_tf : & mut Transform ) { * cam_tf = Transform :: from_translation ( Vec3 :: new ( 0.0 , 0.0 , 5.0 ) ) ; * anchor_tf = Transform :: from_translation ( Vec3 :: new ( 0.02 , - 0.025 , - 0.05 ) ) * Transform :: from_translation ( Vec3 :: new ( - 0.02 , 0.025 , 0.05 ) ) . looking_at ( Vec3 :: default ( ) , Vec3 :: Y ) ; }
Resets the camera to the default position.
Resets the camera to the default position .
anchor_tf
&mut Transform
cam_tf
&mut Transform
anchor_tf
&mut Transform
cam_tf
&mut Transform