/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.graphics;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector3;
/** A Camera with perspective projection.
*
* @author mzechner */
public class PerspectiveCamera extends Camera {
/** the field of view of the height, in degrees **/
public float fieldOfView = 67;
public PerspectiveCamera () {
}
/** Constructs a new {@link PerspectiveCamera} with the given field of view and viewport size. The aspect ratio is derived from
* the viewport size.
*
* @param fieldOfViewY the field of view of the height, in degrees, the field of view for the width will be calculated
* according to the aspect ratio.
* @param viewportWidth the viewport width
* @param viewportHeight the viewport height */
public PerspectiveCamera (float fieldOfViewY, float viewportWidth, float viewportHeight) {
this.fieldOfView = fieldOfViewY;
this.viewportWidth = viewportWidth;
this.viewportHeight = viewportHeight;
update();
}
final Vector3 tmp = new Vector3();
@Override
public void update () {
update(true);
}
@Override
public void update (boolean updateFrustum) {
float aspect = viewportWidth / viewportHeight;
projection.setToProjection(Math.abs(near), Math.abs(far), fieldOfView, aspect);
view.setToLookAt(position, tmp.set(position).add(direction), up);
combined.set(projection);
Matrix4.mul(combined.val, view.val);
if (updateFrustum) {
invProjectionView.set(combined);
Matrix4.inv(invProjectionView.val);
frustum.update(invProjectionView);
}
}
}