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get_camera_matrix(3) Allegro manual get_camera_matrix(3) NAME get_camera_matrix - Constructs a camera matrix for perspective projection. Allegro game programming library. SYNOPSIS #include <allegro.h> void get_camera_matrix(MATRIX *m, fixed x, y, z, xfront, yfront, zfront, fixed xup, yup, zup, fov, aspect); DESCRIPTION Constructs a camera matrix for translating world-space objects into a nor- malised view space, ready for the perspective projection. The x, y, and z parameters specify the camera position, xfront, yfront, and zfront are the 'in front' vector specifying which way the camera is facing (this can be any length: normalisation is not required), and xup, yup, and zup are the 'up' direction vector. The fov parameter specifies the field of view (ie. width of the camera fo- cus) in binary, 256 degrees to the circle format. For typical projections, a field of view in the region 32-48 will work well. 64 (90<degree>) applies no extra scaling - so something which is one unit away from the viewer will be directly scaled to the viewport. A bigger FOV moves you closer to the viewing plane, so more objects will appear. A smaller FOV moves you away from the viewing plane, which means you see a smaller part of the world. Finally, the aspect ratio is used to scale the Y dimensions of the image relative to the X axis, so you can use it to adjust the proportions of the output image (set it to 1 for no scaling - but keep in mind that the pro- jection also performs scaling according to the viewport size). Typically, you will pass (float)w/(float)h, where w and h are the parameters you passed to set_projection_viewport. Note that versions prior to 4.1.0 multiplied this aspect ratio by 4/3. SEE ALSO apply_matrix(3), get_align_matrix(3), set_projection_viewport(3), persp_project(3) Allegro version 4.4.3 get_camera_matrix(3)
NAME | SYNOPSIS | DESCRIPTION | SEE ALSO
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