Auto-rotation toggle (orbit mode).
Auto-rotation velocity in radians per second.
Radial orbit distance from the focal look-at target.
Vertical offset relative to target pivot for eye placement (first-person mode).
Orbit height offset above target (third-person mode).
Maximum clamped pitch angle in radians.
Minimum clamped pitch angle in radians.
Active camera scheme mode.
Pitch rotation angle in radians (vertical lookup/downwards rotation).
Mouse sensitivity multiplier.
Yaw rotation angle in radians (horizontal rotation around Y axis).
Creates a CameraController instance.
Driven Camera instance.
Operational style (orbit, first-person, or third-person).
Configuration mapping parameters matching the selected mode.
Cleans up resources, including local canvas event listeners.
Computes and returns the forward direction vector aligned with the horizontal XZ plane (Y component zeroed). Extremely useful for driving character forward movements using keyboard controls.
A newly instantiated horizontal forward vector Vec3.
Computes and returns the rightward direction vector aligned with the horizontal XZ plane. Useful for character strafing and sideways movements.
A newly instantiated horizontal right vector Vec3.
Automatically invoked by the Scene update routines every frame. Resolves mouse input coordinate differentials, clamps angular pitches, and re-projects camera view matrix target vectors.
Delta frame time in seconds.
CameraController implements spatial movement algorithms that drive Camera positions and projection directions without requiring developers to write complex trigonometric calculations. Supports orbital, first-person, and third-person camera schemes by delegating to specialized controllers.