The field of view.
The aspect is the ratio width / height.
The distance of the near plane from the camera.
The distance of the far plane from the camera.
The aspect ratio (width / height) of the camera viewport.
The aspect ratio of the viewport, i.e., width / height.
The position of the camera, a vector.
The position of the camera, a position vector.
The distance to the far plane.
The distance to the far plane of the viewport.
The field of view is the (planar) angle (magnitude) in the camera horizontal plane that encloses object that can be seen. Measured in radians.
The field of view is the angle in the camera horizontal plane that the viewport subtends at the camera. The field of view is measured in radians.
The point that is being looked at.
The point (position vector) that the camera looks at.
The distance to the near plane.
The distance to the near plane of the viewport.
The name of the uniform mat4 variable in the vertex shader that receives the projection matrix value.
The default name is uProjection
.
The approximate up direction.
The direction that is used to orient the camera.
The name of the uniform mat4 variable in the vertex shader that receives the view matrix value.
The default name is uView
.
Converts from image cube coordinates to world coordinates.
The x-coordinate in the image cube. -1 <= x <= +1.
The y-coordinate in the image cube. -1 <= y <= +1.
The z-coordinate in the image cube. -1 <= z <= +1.
The
PerspectiveCamera
provides projection matrix and view matrix uniforms to the currentMaterial
.The
PerspectiveCamera
plays the role of a host in the Visitor pattern. TheFacetVistor
will normally be aMaterial
implementation. The accepting method is calledsetUniforms
.The camera is initially positioned at e3.