Return a perspective projection matrix : Matrix
| Parameter | Type | Description |
|---|---|---|
| fovy | Number | field of view angle in radians |
| aspect | Number | aspect ratio |
| near | Number | nearer distance for clipping |
| far | Number | farther distance for clipping |
const camera = GLMath.Camera.perspective(Math.PI / 6.0, 16/9, 1, 10);
Return a orthogonal projection matrix : Matrix
| Parameter | Type | Description |
|---|---|---|
| left | Number | left coordinates for clipping |
| right | Number | right coordinates for clipping |
| bottom | Number | bottom coordinates for clipping |
| top | Number | top coordinates for clipping |
| near | Number | nearer distance for clipping |
| far | Number | farther distance for clipping |
const camera = GLMath.Camera.ortho(-10, 10, -20, 20, 1, 10);
Return a look-at view matrix : Matrix
| Parameter | Type | Description |
|---|---|---|
| eye | Vector | position vector of eye |
| target | Vector | position vector of target |
| up | Vector | up vector |
const eye = new Float32Array([0, 0, 0]); // origin
const target = new Float32Array([0, 0, 3]);
const up = new Float32Array([0, 1, 0]);
const camera = GLMath.Camera.lookAt(eye, target, up);
// camera is looking at from origin to +z