Matrix4d.setPerspectiveOffCenterFov

Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of <code>[-1..+1]</code>. <p> The given angles <code>angleLeft</code> and <code>angleRight</code> are the horizontal angles between the left and right frustum planes, respectively, and a line perpendicular to the near and far frustum planes. The angles <code>angleDown</code> and <code>angleUp</code> are the vertical angles between the bottom and top frustum planes, respectively, and a line perpendicular to the near and far frustum planes. <p> In order to apply the perspective projection transformation to an existing transformation, use {@link #perspectiveOffCenterFov(double, double, double, double, double, double) perspectiveOffCenterFov()}.

@see #perspectiveOffCenterFov(double, double, double, double, double, double)

@param angleLeft the horizontal angle between left frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative. @param angleRight the horizontal angle between right frustum plane and a line perpendicular to the near/far frustum planes @param angleDown the vertical angle between bottom frustum plane and a line perpendicular to the near/far frustum planes. For a symmetric frustum, this value is negative. @param angleUp the vertical angle between top frustum plane and a line perpendicular to the near/far frustum planes @param zNear near clipping plane distance. This value must be greater than zero. If the special value {@link Float#POSITIVE_INFINITY} is used, the near clipping plane will be at positive infinity. In that case, <code>zFar</code> may not also be {@link Float#POSITIVE_INFINITY}. @param zFar far clipping plane distance. This value must be greater than zero. If the special value {@link Float#POSITIVE_INFINITY} is used, the far clipping plane will be at positive infinity. In that case, <code>zNear</code> may not also be {@link Float#POSITIVE_INFINITY}. @return this

  1. Matrix4d setPerspectiveOffCenterFov(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar)
    struct Matrix4d
    ref return
    setPerspectiveOffCenterFov
    (
    double angleLeft
    ,
    double angleRight
    ,
    double angleDown
    ,
    double angleUp
    ,
    double zNear
    ,
    double zFar
    )
  2. Matrix4d setPerspectiveOffCenterFov(double angleLeft, double angleRight, double angleDown, double angleUp, double zNear, double zFar, bool zZeroToOne)

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