public void camera(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) { g.camera(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ); }
public void camera() { g.camera(); }
/** * @param eyeX x-coordinate for the eye * @param eyeY y-coordinate for the eye * @param eyeZ z-coordinate for the eye * @param centerX x-coordinate for the center of the scene * @param centerY y-coordinate for the center of the scene * @param centerZ z-coordinate for the center of the scene * @param upX usually 0.0, 1.0, or -1.0 * @param upY usually 0.0, 1.0, or -1.0 * @param upZ usually 0.0, 1.0, or -1.0 */ public void camera(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) { if (recorder != null) recorder.camera(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ); g.camera(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ); }
/** * ( begin auto-generated from camera.xml ) * * Sets the position of the camera through setting the eye position, the * center of the scene, and which axis is facing upward. Moving the eye * position and the direction it is pointing (the center of the scene) * allows the images to be seen from different angles. The version without * any parameters sets the camera to the default position, pointing to the * center of the display window with the Y axis as up. The default values * are <b>camera(width/2.0, height/2.0, (height/2.0) / tan(PI*30.0 / * 180.0), width/2.0, height/2.0, 0, 0, 1, 0)</b>. This function is similar * to <b>gluLookAt()</b> in OpenGL, but it first clears the current camera settings. * * ( end auto-generated ) * * @webref lights_camera:camera * @see PGraphics#beginCamera() * @see PGraphics#endCamera() * @see PGraphics#frustum(float, float, float, float, float, float) */ public void camera() { if (recorder != null) recorder.camera(); g.camera(); }
v.lights(); v.pushMatrix(); v.camera(x+eyeoff, y, 300, px, py, 0, 0.0, 1.0, 0.0); v.noStroke();