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// axis conventions & conversions
//     +y      //     -y      //    +y?         //
//      |_ +x  //      |_ +x  //      |_ +x     //
//  +z / (lh)  //  -z / (rh)  //  -z /          //
// gl-vrml-d3d //  vision     //  TODO: 3ds...  //
Viewpoint { # vrml
eventIn      SFBool     set_bind
exposedField SFFloat    fieldOfView    0.785398  # (0,)
exposedField SFBool     jump           TRUE
exposedField SFRotation orientation    0 0 1 0   # [[-1,1]],(-,)
exposedField SFVec3f    position       0 0 10    # (-,)
field        SFString   description    ""
eventOut     SFTime     bindTime
eventOut     SFBool     isBound
}

http://www.web3d.org/x3d/specifications/vrml/ISO_IEC_14772-All/part1/nodesRef.html#Viewpoint

void gluPerspective(GLdouble fovY, GLdouble aspect, GLdouble zNear, GLdouble zFar);  # openGL
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far);

You can convert : left = - fw , right = + fw , bottom = - fh , top = + fh

fH = tan( fovY / 180 * pi ) * zNear / 2;
fW = fH * aspect;
fH * 2 / zNear = tan ( fovy / 180*PI )
fovy = atan ( fh * 2 / zNear ) * 180 / PI

SOFTWARE

MISC

MorE

vision.txt · Last modified: 2020/09/08 20:50 (external edit)
 
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