a transformation matrix that represents how the camera has been transformed in the world space
the camera's horizontal field of view in radians, measured as the angle from the left of the visible screen to the right; acceptable values are 0 < fieldOfView < Pi
the width of the output image plane
the height of the output image plane
Determines if a certain screen-space bounding box is contained within the camera's view frustum, at least partially.
Determines if a certain screen-space bounding box is contained within the camera's view frustum, at least partially. The bounding box's x- and y-components should be in screen space, whereas the z-component should be the z-depth of the box. This will also cull objects behind the camera (positive z-depth).
the bounding box to check
the visibility of the bounding box
The length from the camera pinhole to the image plane.
Transforms a point from world space into camera space, and then projects it into the screen space defined by u=0.
Transforms a point from world space into camera space, and then projects it into the screen space defined by u=0..width and v=0..height, with the origin at the lower-left corner of the screen. The z-component is the z-depth of the point.
To transform without projecting, use transformToCamera instead.
the vector to project
the projected vector
Creates a camera from this projection.
Creates a camera from this projection.
the new camera
Transforms a point from world space into camera space.
Transforms a point from world space into camera space. However, the function does not then transform the point into the 2D screen space; the resultant coordinate is still in a 3D space.
To also project the point into screen space, use projectToScreen instead.
the world space point to transform
the transformed vector in camera space
Like transformToCamera, but normalizes the resulting vector.
Like transformToCamera, but normalizes the resulting vector. This is useful for obtaining the vector from the focal point to the given point.
the world space point to transform
the transformed and normalized vector in camera space
Transforms a point from camera space back into world space.
Transforms a point from camera space back into world space.
the camera space point to transform
the transformed vector in world space
The transformation matrix that converts world to camera coordinates.
The transformation matrix that converts world to camera coordinates. This is the same as the inverse of the cameraTransform parameter.
Projects world coordinates into camera and screen coordinates. Does not contain any apparatus for rendering images.
Points in the 3D scene can exist in one of three coordinate systems: world space, camera space, and screen space. World space and camera space are both in 3D coordinates; camera space is just a transformation of the world space to the camera's point of view. Screen space is in 2D coordinates, corresponding to the image plane; the third coordinate is commonly used to represent the z-depth from the camera.