Matrix4d.perspectiveOffCenter
- Matrix4d perspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar, bool zZeroToOne, Matrix4d dest)
- Matrix4d perspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar, Matrix4d dest)
- Matrix4d perspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar, bool zZeroToOne)
struct Matrix4d
ref public return
perspectiveOffCenter
- Matrix4d perspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar)
doml matrix_4d Matrix4d
constructorsfunctionsstatic variablesvariables
Apply an asymmetric off-center perspective projection frustum transformation using for a right-handed coordinate system using the given NDC z range to this matrix. <p> The given angles <code>offAngleX</code> and <code>offAngleY</code> are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, when <code>offAngleY</code> is just <code>fovy/2</code> then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZ-plane. <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 #setPerspectiveOffCenter(double, double, double, double, double, double, bool) setPerspectiveOffCenter}.
@see #setPerspectiveOffCenter(double, double, 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 offAngleX the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planes @param offAngleY the vertical angle between the line of sight and the line crossing the center of the near and far frustum planes @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