Matrix4d.perspective

Apply a symmetric perspective projection frustum transformation using for a right-handed coordinate system using the given NDC z range to this matrix. <p> If <code>M</code> is <code>this</code> matrix and <code>P</code> the perspective projection matrix, then the new matrix will be <code>M * P</code>. So when transforming a vector <code>v</code> with the new matrix by using <code>M * P * v</code>, the perspective projection will be applied first! <p> In order to set the matrix to a perspective frustum transformation without post-multiplying, use {@link #setPerspective(double, double, double, double, bool) setPerspective}.

@see #setPerspective(double, double, double, double, bool)

@param fovy the vertical field of view in radians (must be greater than zero and less than {@link Math#PI PI}) @param aspect the aspect ratio (i.e. width / height; must be greater than zero) @param zNear near clipping plane distance. This value must be greater than zero. If the special value {@link Double#POSITIVE_INFINITY} is used, the near clipping plane will be at positive infinity. In that case, <code>zFar</code> may not also be {@link Double#POSITIVE_INFINITY}. @param zFar far clipping plane distance. This value must be greater than zero. If the special value {@link Double#POSITIVE_INFINITY} is used, the far clipping plane will be at positive infinity. In that case, <code>zNear</code> may not also be {@link Double#POSITIVE_INFINITY}. @param zZeroToOne whether to use Vulkan's and Direct3D's NDC z range of <code>[0..+1]</code> when <code>true</code> or whether to use OpenGL's NDC z range of <code>[-1..+1]</code> when <code>false</code> @return this

Meta