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* ai: Start of animate kdl.
* hack: Change the joint animation.
* feat: Attach animation to model.
* chore: Don't use fmt::from_fn() for Rust 1.93.
* chore: Fix Clippy error.
* chore: Why can't you be happy, Clippy!?
* feat: Add animated-rocket example.
* excise: Remove animation config from rocket example.
* perf: Use iterator rather than alloc a vec.
* refactor: Use `rotation_vector` in kdl.
Be more specific. Makes it easier to include translation if we want that
later.
* style: Reformat.
* doc: Update schematic documentation.
* feat: Add animation to crazyflie example.
* doc: Add FAQ to address a Nix issue.
* refactor: rotation_vector now is angle-axis degrees.
Was in radians but rotate vectors in other places are in degrees, so
trying to be uniform in units.
* binary: Move crazyflie model over -0.01.
Makes the rotations easier.
* test: Test round trip for joint animation.
* bug: Fix round-trip problem in animate KDL.
* style: Reformat.
* hack: Adjust crazyflie run_time_step footgun values.
* style: Space, the final prohibition.
* chore: Fix lint error. Clean up comments.
* debug: Print more info on scene ready.
* bug: Fix joint attachment post rebase.
* feat: Add 'up' to viewport KDL and 'direction()' to EQL.
* doc: Add documentation for up.
And missing direction.rs.
* chore: Allow too many arguments.
* test: Fix test failing due to rounding in KDL.
Copy file name to clipboardExpand all lines: docs/public/content/reference/schematic.md
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-`hsplit` / `vsplit`: children are panels. Child `share=<f32>` controls the weight within the split. `active` (bool) is parsed but not currently used. Optional `name`.
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### panel content
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-`viewport`: `fov` (default 45.0), `active` (bool, default false), `show_grid` (default false), `show_arrows` (default true), `show_view_cube` (default true), `hdr` (default false), `name` (optional label), camera `pos`/`look_at` (optional EQL). Vector arrows can also be declared directly inside the viewport node; those arrows are treated as part of that viewport’s layer and respect its `show_arrows`/`show_grid` settings, allowing you to build a local triad tied to the viewport camera.
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-`viewport`: `fov` (default 45.0), `active` (bool, default false), `show_grid` (default false), `show_arrows` (default true), `show_view_cube` (default true), `hdr` (default false), `name` (optional label), camera `pos`/`look_at` (optional EQL). Vector arrows can also be declared directly inside the viewport node; those arrows are treated as part of that viewport’s layer and respect its `show_arrows`/`show_grid` settings, allowing you to build a local triad tied to the viewport camera. An `up` (default "(0, 1, 0)") specifies a direction vector in the world frame for the camera.
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