FirstPersonRig
Since 0.6
Signature
export class FirstPersonRig implements CameraRig {
readonly kind = "first-person" as const
readonly config: FirstPersonConfig
yaw: number
pitch: number
pose: CameraPose
bob: BobState
constructor(config: Partial<FirstPersonConfig> = {})
get bobConfig(): Required<BobConfig> | null
get inheritsFov(): boolean
followTarget(ctx: Ctx): EntityHandle | null
update(ctx: Ctx, dt: number, input: RigInput): CameraPose
setHeading(yaw: number, pitch: number): void
}
Import: import { FirstPersonRig } from "@argus/gameplay"
Members
| Member | Signature | Description |
|---|---|---|
kind | readonly kind = "first-person" as const | |
config | readonly config: FirstPersonConfig | |
yaw | yaw: number | |
pitch | pitch: number | |
pose | pose: CameraPose | |
bob | bob: BobState | The walk bob this tick; all zero while the bob is off or the target stands still. |
constructor | constructor(config: Partial<FirstPersonConfig> = {}) | |
bobConfig | get bobConfig(): Required<BobConfig> | null | The bob's settings with the defaults filled in, or null while it is off. |
inheritsFov | get inheritsFov(): boolean | True while the rig names no fov of its own: the director then sends none, and the scene camera's stands. |
followTarget | followTarget(ctx: Ctx): EntityHandle | null | |
update | update(ctx: Ctx, dt: number, input: RigInput): CameraPose | |
setHeading | setHeading(yaw: number, pitch: number): void |