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<div class="subTitle">com.badlogic.gdx.graphics</div>
<h2 title="Class Camera" class="title">Class Camera</h2>
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<ul class="inheritance">
<li>java.lang.Object</li>
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<li>com.badlogic.gdx.graphics.Camera</li>
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<dt>Direct Known Subclasses:</dt>
<dd><a href="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html" title="class in com.badlogic.gdx.graphics">OrthographicCamera</a>, <a href="../../../../com/badlogic/gdx/graphics/PerspectiveCamera.html" title="class in com.badlogic.gdx.graphics">PerspectiveCamera</a></dd>
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<pre>public abstract class <span class="typeNameLabel">Camera</span>
extends java.lang.Object</pre>
<div class="block">Base class for <a href="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html" title="class in com.badlogic.gdx.graphics"><code>OrthographicCamera</code></a> and <a href="../../../../com/badlogic/gdx/graphics/PerspectiveCamera.html" title="class in com.badlogic.gdx.graphics"><code>PerspectiveCamera</code></a>.</div>
<dl>
<dt><span class="simpleTagLabel">Author:</span></dt>
<dd>mzechner</dd>
</dl>
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<!-- =========== FIELD SUMMARY =========== -->
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<h3>Field Summary</h3>
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<caption><span>Fields</span><span class="tabEnd">&nbsp;</span></caption>
<tr>
<th class="colFirst" scope="col">Modifier and Type</th>
<th class="colLast" scope="col">Field and Description</th>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a></code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#combined">combined</a></span></code>
<div class="block">the combined projection and view matrix</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a></code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#direction">direction</a></span></code>
<div class="block">the unit length direction vector of the camera</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>float</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#far">far</a></span></code>
<div class="block">the far clipping plane distance, has to be positive</div>
</td>
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<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Frustum.html" title="class in com.badlogic.gdx.math">Frustum</a></code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#frustum">frustum</a></span></code>
<div class="block">the frustum</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a></code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#invProjectionView">invProjectionView</a></span></code>
<div class="block">the inverse combined projection and view matrix</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>float</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#near">near</a></span></code>
<div class="block">the near clipping plane distance, has to be positive</div>
</td>
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<tr class="altColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a></code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#position">position</a></span></code>
<div class="block">the position of the camera</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a></code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#projection">projection</a></span></code>
<div class="block">the projection matrix</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a></code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#up">up</a></span></code>
<div class="block">the unit length up vector of the camera</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a></code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#view">view</a></span></code>
<div class="block">the view matrix</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>float</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#viewportHeight">viewportHeight</a></span></code>
<div class="block">the viewport height</div>
</td>
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<td class="colFirst"><code>float</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#viewportWidth">viewportWidth</a></span></code>
<div class="block">the viewport width</div>
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<h3>Constructor Summary</h3>
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<th class="colOne" scope="col">Constructor and Description</th>
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<td class="colOne"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#Camera--">Camera</a></span>()</code>&nbsp;</td>
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<h3>Method Summary</h3>
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<caption><span id="t0" class="activeTableTab"><span>All Methods</span><span class="tabEnd">&nbsp;</span></span><span id="t2" class="tableTab"><span><a href="javascript:show(2);">Instance Methods</a></span><span class="tabEnd">&nbsp;</span></span><span id="t3" class="tableTab"><span><a href="javascript:show(4);">Abstract Methods</a></span><span class="tabEnd">&nbsp;</span></span><span id="t4" class="tableTab"><span><a href="javascript:show(8);">Concrete Methods</a></span><span class="tabEnd">&nbsp;</span></span></caption>
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<th class="colFirst" scope="col">Modifier and Type</th>
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<tr id="i0" class="altColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision">Ray</a></code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#getPickRay-float-float-">getPickRay</a></span>(float&nbsp;screenX,
float&nbsp;screenY)</code>
<div class="block">Creates a picking <a href="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision"><code>Ray</code></a> from the coordinates given in screen coordinates.</div>
</td>
</tr>
<tr id="i1" class="rowColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision">Ray</a></code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#getPickRay-float-float-float-float-float-float-">getPickRay</a></span>(float&nbsp;screenX,
float&nbsp;screenY,
float&nbsp;viewportX,
float&nbsp;viewportY,
float&nbsp;viewportWidth,
float&nbsp;viewportHeight)</code>
<div class="block">Creates a picking <a href="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision"><code>Ray</code></a> from the coordinates given in screen coordinates.</div>
</td>
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<tr id="i2" class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#lookAt-float-float-float-">lookAt</a></span>(float&nbsp;x,
float&nbsp;y,
float&nbsp;z)</code>
<div class="block">Recalculates the direction of the camera to look at the point (x, y, z).</div>
</td>
</tr>
<tr id="i3" class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#lookAt-com.badlogic.gdx.math.Vector3-">lookAt</a></span>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;target)</code>
<div class="block">Recalculates the direction of the camera to look at the point (x, y, z).</div>
</td>
</tr>
<tr id="i4" class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#normalizeUp--">normalizeUp</a></span>()</code>
<div class="block">Normalizes the up vector by first calculating the right vector via a cross product between direction and up, and then
recalculating the up vector via a cross product between right and direction.</div>
</td>
</tr>
<tr id="i5" class="rowColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a></code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#project-com.badlogic.gdx.math.Vector3-">project</a></span>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;worldCoords)</code>
<div class="block">Projects the <a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math"><code>Vector3</code></a> given in world space to screen coordinates.</div>
</td>
</tr>
<tr id="i6" class="altColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a></code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#project-com.badlogic.gdx.math.Vector3-float-float-float-float-">project</a></span>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;worldCoords,
float&nbsp;viewportX,
float&nbsp;viewportY,
float&nbsp;viewportWidth,
float&nbsp;viewportHeight)</code>
<div class="block">Projects the <a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math"><code>Vector3</code></a> given in world space to screen coordinates.</div>
</td>
</tr>
<tr id="i7" class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#rotate-float-float-float-float-">rotate</a></span>(float&nbsp;angle,
float&nbsp;axisX,
float&nbsp;axisY,
float&nbsp;axisZ)</code>
<div class="block">Rotates the direction and up vector of this camera by the given angle around the given axis.</div>
</td>
</tr>
<tr id="i8" class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#rotate-com.badlogic.gdx.math.Matrix4-">rotate</a></span>(<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a>&nbsp;transform)</code>
<div class="block">Rotates the direction and up vector of this camera by the given rotation matrix.</div>
</td>
</tr>
<tr id="i9" class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#rotate-com.badlogic.gdx.math.Quaternion-">rotate</a></span>(<a href="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math">Quaternion</a>&nbsp;quat)</code>
<div class="block">Rotates the direction and up vector of this camera by the given <a href="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math"><code>Quaternion</code></a>.</div>
</td>
</tr>
<tr id="i10" class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#rotate-com.badlogic.gdx.math.Vector3-float-">rotate</a></span>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;axis,
float&nbsp;angle)</code>
<div class="block">Rotates the direction and up vector of this camera by the given angle around the given axis.</div>
</td>
</tr>
<tr id="i11" class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#rotateAround-com.badlogic.gdx.math.Vector3-com.badlogic.gdx.math.Vector3-float-">rotateAround</a></span>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;point,
<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;axis,
float&nbsp;angle)</code>
<div class="block">Rotates the direction and up vector of this camera by the given angle around the given axis, with the axis attached to given
point.</div>
</td>
</tr>
<tr id="i12" class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#transform-com.badlogic.gdx.math.Matrix4-">transform</a></span>(<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a>&nbsp;transform)</code>
<div class="block">Transform the position, direction and up vector by the given matrix</div>
</td>
</tr>
<tr id="i13" class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#translate-float-float-float-">translate</a></span>(float&nbsp;x,
float&nbsp;y,
float&nbsp;z)</code>
<div class="block">Moves the camera by the given amount on each axis.</div>
</td>
</tr>
<tr id="i14" class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#translate-com.badlogic.gdx.math.Vector3-">translate</a></span>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;vec)</code>
<div class="block">Moves the camera by the given vector.</div>
</td>
</tr>
<tr id="i15" class="rowColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a></code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#unproject-com.badlogic.gdx.math.Vector3-">unproject</a></span>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;screenCoords)</code>
<div class="block">Function to translate a point given in screen coordinates to world space.</div>
</td>
</tr>
<tr id="i16" class="altColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a></code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#unproject-com.badlogic.gdx.math.Vector3-float-float-float-float-">unproject</a></span>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;screenCoords,
float&nbsp;viewportX,
float&nbsp;viewportY,
float&nbsp;viewportWidth,
float&nbsp;viewportHeight)</code>
<div class="block">Function to translate a point given in screen coordinates to world space.</div>
</td>
</tr>
<tr id="i17" class="rowColor">
<td class="colFirst"><code>abstract void</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#update--">update</a></span>()</code>
<div class="block">Recalculates the projection and view matrix of this camera and the <a href="../../../../com/badlogic/gdx/math/Frustum.html" title="class in com.badlogic.gdx.math"><code>Frustum</code></a> planes.</div>
</td>
</tr>
<tr id="i18" class="altColor">
<td class="colFirst"><code>abstract void</code></td>
<td class="colLast"><code><span class="memberNameLink"><a href="../../../../com/badlogic/gdx/graphics/Camera.html#update-boolean-">update</a></span>(boolean&nbsp;updateFrustum)</code>
<div class="block">Recalculates the projection and view matrix of this camera and the <a href="../../../../com/badlogic/gdx/math/Frustum.html" title="class in com.badlogic.gdx.math"><code>Frustum</code></a> planes if <code>updateFrustum</code> is
true.</div>
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<h3>Methods inherited from class&nbsp;java.lang.Object</h3>
<code>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</code></li>
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<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a> position</pre>
<div class="block">the position of the camera</div>
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<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a> direction</pre>
<div class="block">the unit length direction vector of the camera</div>
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<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a> up</pre>
<div class="block">the unit length up vector of the camera</div>
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<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> projection</pre>
<div class="block">the projection matrix</div>
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<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> view</pre>
<div class="block">the view matrix</div>
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<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> combined</pre>
<div class="block">the combined projection and view matrix</div>
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<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> invProjectionView</pre>
<div class="block">the inverse combined projection and view matrix</div>
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<pre>public&nbsp;float near</pre>
<div class="block">the near clipping plane distance, has to be positive</div>
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<pre>public&nbsp;float far</pre>
<div class="block">the far clipping plane distance, has to be positive</div>
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<pre>public&nbsp;float viewportWidth</pre>
<div class="block">the viewport width</div>
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<pre>public&nbsp;float viewportHeight</pre>
<div class="block">the viewport height</div>
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<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Frustum.html" title="class in com.badlogic.gdx.math">Frustum</a> frustum</pre>
<div class="block">the frustum</div>
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<h4>Camera</h4>
<pre>public&nbsp;Camera()</pre>
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<pre>public abstract&nbsp;void&nbsp;update()</pre>
<div class="block">Recalculates the projection and view matrix of this camera and the <a href="../../../../com/badlogic/gdx/math/Frustum.html" title="class in com.badlogic.gdx.math"><code>Frustum</code></a> planes. Use this after you've manipulated
any of the attributes of the camera.</div>
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<pre>public abstract&nbsp;void&nbsp;update(boolean&nbsp;updateFrustum)</pre>
<div class="block">Recalculates the projection and view matrix of this camera and the <a href="../../../../com/badlogic/gdx/math/Frustum.html" title="class in com.badlogic.gdx.math"><code>Frustum</code></a> planes if <code>updateFrustum</code> is
true. Use this after you've manipulated any of the attributes of the camera.</div>
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<pre>public&nbsp;void&nbsp;lookAt(float&nbsp;x,
float&nbsp;y,
float&nbsp;z)</pre>
<div class="block">Recalculates the direction of the camera to look at the point (x, y, z). This function assumes the up vector is normalized.</div>
<dl>
<dt><span class="paramLabel">Parameters:</span></dt>
<dd><code>x</code> - the x-coordinate of the point to look at</dd>
<dd><code>y</code> - the y-coordinate of the point to look at</dd>
<dd><code>z</code> - the z-coordinate of the point to look at</dd>
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<pre>public&nbsp;void&nbsp;lookAt(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;target)</pre>
<div class="block">Recalculates the direction of the camera to look at the point (x, y, z).</div>
<dl>
<dt><span class="paramLabel">Parameters:</span></dt>
<dd><code>target</code> - the point to look at</dd>
</dl>
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<pre>public&nbsp;void&nbsp;normalizeUp()</pre>
<div class="block">Normalizes the up vector by first calculating the right vector via a cross product between direction and up, and then
recalculating the up vector via a cross product between right and direction.</div>
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<pre>public&nbsp;void&nbsp;rotate(float&nbsp;angle,
float&nbsp;axisX,
float&nbsp;axisY,
float&nbsp;axisZ)</pre>
<div class="block">Rotates the direction and up vector of this camera by the given angle around the given axis. The direction and up vector
will not be orthogonalized.</div>
<dl>
<dt><span class="paramLabel">Parameters:</span></dt>
<dd><code>angle</code> - the angle</dd>
<dd><code>axisX</code> - the x-component of the axis</dd>
<dd><code>axisY</code> - the y-component of the axis</dd>
<dd><code>axisZ</code> - the z-component of the axis</dd>
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<pre>public&nbsp;void&nbsp;rotate(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;axis,
float&nbsp;angle)</pre>
<div class="block">Rotates the direction and up vector of this camera by the given angle around the given axis. The direction and up vector
will not be orthogonalized.</div>
<dl>
<dt><span class="paramLabel">Parameters:</span></dt>
<dd><code>axis</code> - the axis to rotate around</dd>
<dd><code>angle</code> - the angle, in degrees</dd>
</dl>
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<pre>public&nbsp;void&nbsp;rotate(<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a>&nbsp;transform)</pre>
<div class="block">Rotates the direction and up vector of this camera by the given rotation matrix. The direction and up vector will not be
orthogonalized.</div>
<dl>
<dt><span class="paramLabel">Parameters:</span></dt>
<dd><code>transform</code> - The rotation matrix</dd>
</dl>
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<pre>public&nbsp;void&nbsp;rotate(<a href="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math">Quaternion</a>&nbsp;quat)</pre>
<div class="block">Rotates the direction and up vector of this camera by the given <a href="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math"><code>Quaternion</code></a>. The direction and up vector will not be
orthogonalized.</div>
<dl>
<dt><span class="paramLabel">Parameters:</span></dt>
<dd><code>quat</code> - The quaternion</dd>
</dl>
</li>
</ul>
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<h4>rotateAround</h4>
<pre>public&nbsp;void&nbsp;rotateAround(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;point,
<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;axis,
float&nbsp;angle)</pre>
<div class="block">Rotates the direction and up vector of this camera by the given angle around the given axis, with the axis attached to given
point. The direction and up vector will not be orthogonalized.</div>
<dl>
<dt><span class="paramLabel">Parameters:</span></dt>
<dd><code>point</code> - the point to attach the axis to</dd>
<dd><code>axis</code> - the axis to rotate around</dd>
<dd><code>angle</code> - the angle, in degrees</dd>
</dl>
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<h4>transform</h4>
<pre>public&nbsp;void&nbsp;transform(<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a>&nbsp;transform)</pre>
<div class="block">Transform the position, direction and up vector by the given matrix</div>
<dl>
<dt><span class="paramLabel">Parameters:</span></dt>
<dd><code>transform</code> - The transform matrix</dd>
</dl>
</li>
</ul>
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<h4>translate</h4>
<pre>public&nbsp;void&nbsp;translate(float&nbsp;x,
float&nbsp;y,
float&nbsp;z)</pre>
<div class="block">Moves the camera by the given amount on each axis.</div>
<dl>
<dt><span class="paramLabel">Parameters:</span></dt>
<dd><code>x</code> - the displacement on the x-axis</dd>
<dd><code>y</code> - the displacement on the y-axis</dd>
<dd><code>z</code> - the displacement on the z-axis</dd>
</dl>
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<h4>translate</h4>
<pre>public&nbsp;void&nbsp;translate(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;vec)</pre>
<div class="block">Moves the camera by the given vector.</div>
<dl>
<dt><span class="paramLabel">Parameters:</span></dt>
<dd><code>vec</code> - the displacement vector</dd>
</dl>
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<h4>unproject</h4>
<pre>public&nbsp;<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;unproject(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;screenCoords,
float&nbsp;viewportX,
float&nbsp;viewportY,
float&nbsp;viewportWidth,
float&nbsp;viewportHeight)</pre>
<div class="block">Function to translate a point given in screen coordinates to world space. It's the same as GLU gluUnProject, but does not
rely on OpenGL. The x- and y-coordinate of vec are assumed to be in screen coordinates (origin is the top left corner, y
pointing down, x pointing to the right) as reported by the touch methods in <a href="../../../../com/badlogic/gdx/Input.html" title="interface in com.badlogic.gdx"><code>Input</code></a>. A z-coordinate of 0 will return a
point on the near plane, a z-coordinate of 1 will return a point on the far plane. This method allows you to specify the
viewport position and dimensions in the coordinate system expected by <a href="../../../../com/badlogic/gdx/graphics/GL20.html#glViewport-int-int-int-int-"><code>GL20.glViewport(int, int, int, int)</code></a>, with the
origin in the bottom left corner of the screen.</div>
<dl>
<dt><span class="paramLabel">Parameters:</span></dt>
<dd><code>screenCoords</code> - the point in screen coordinates (origin top left)</dd>
<dd><code>viewportX</code> - the coordinate of the bottom left corner of the viewport in glViewport coordinates.</dd>
<dd><code>viewportY</code> - the coordinate of the bottom left corner of the viewport in glViewport coordinates.</dd>
<dd><code>viewportWidth</code> - the width of the viewport in pixels</dd>
<dd><code>viewportHeight</code> - the height of the viewport in pixels</dd>
<dt><span class="returnLabel">Returns:</span></dt>
<dd>the mutated and unprojected screenCoords <a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math"><code>Vector3</code></a></dd>
</dl>
</li>
</ul>
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<h4>unproject</h4>
<pre>public&nbsp;<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;unproject(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;screenCoords)</pre>
<div class="block">Function to translate a point given in screen coordinates to world space. It's the same as GLU gluUnProject but does not
rely on OpenGL. The viewport is assumed to span the whole screen and is fetched from <a href="../../../../com/badlogic/gdx/Graphics.html#getWidth--"><code>Graphics.getWidth()</code></a> and
<a href="../../../../com/badlogic/gdx/Graphics.html#getHeight--"><code>Graphics.getHeight()</code></a>. The x- and y-coordinate of vec are assumed to be in screen coordinates (origin is the top left
corner, y pointing down, x pointing to the right) as reported by the touch methods in <a href="../../../../com/badlogic/gdx/Input.html" title="interface in com.badlogic.gdx"><code>Input</code></a>. A z-coordinate of 0
will return a point on the near plane, a z-coordinate of 1 will return a point on the far plane.</div>
<dl>
<dt><span class="paramLabel">Parameters:</span></dt>
<dd><code>screenCoords</code> - the point in screen coordinates</dd>
<dt><span class="returnLabel">Returns:</span></dt>
<dd>the mutated and unprojected screenCoords <a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math"><code>Vector3</code></a></dd>
</dl>
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<h4>project</h4>
<pre>public&nbsp;<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;project(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;worldCoords)</pre>
<div class="block">Projects the <a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math"><code>Vector3</code></a> given in world space to screen coordinates. It's the same as GLU gluProject with one small
deviation: The viewport is assumed to span the whole screen. The screen coordinate system has its origin in the
<b>bottom</b> left, with the y-axis pointing <b>upwards</b> and the x-axis pointing to the right. This makes it easily
useable in conjunction with <a href="../../../../com/badlogic/gdx/graphics/g2d/Batch.html" title="interface in com.badlogic.gdx.graphics.g2d"><code>Batch</code></a> and similar classes.</div>
<dl>
<dt><span class="returnLabel">Returns:</span></dt>
<dd>the mutated and projected worldCoords <a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math"><code>Vector3</code></a></dd>
</dl>
</li>
</ul>
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<h4>project</h4>
<pre>public&nbsp;<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;project(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;worldCoords,
float&nbsp;viewportX,
float&nbsp;viewportY,
float&nbsp;viewportWidth,
float&nbsp;viewportHeight)</pre>
<div class="block">Projects the <a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math"><code>Vector3</code></a> given in world space to screen coordinates. It's the same as GLU gluProject with one small
deviation: The viewport is assumed to span the whole screen. The screen coordinate system has its origin in the
<b>bottom</b> left, with the y-axis pointing <b>upwards</b> and the x-axis pointing to the right. This makes it easily
useable in conjunction with <a href="../../../../com/badlogic/gdx/graphics/g2d/Batch.html" title="interface in com.badlogic.gdx.graphics.g2d"><code>Batch</code></a> and similar classes. This method allows you to specify the viewport position and
dimensions in the coordinate system expected by <a href="../../../../com/badlogic/gdx/graphics/GL20.html#glViewport-int-int-int-int-"><code>GL20.glViewport(int, int, int, int)</code></a>, with the origin in the bottom
left corner of the screen.</div>
<dl>
<dt><span class="paramLabel">Parameters:</span></dt>
<dd><code>viewportX</code> - the coordinate of the bottom left corner of the viewport in glViewport coordinates.</dd>
<dd><code>viewportY</code> - the coordinate of the bottom left corner of the viewport in glViewport coordinates.</dd>
<dd><code>viewportWidth</code> - the width of the viewport in pixels</dd>
<dd><code>viewportHeight</code> - the height of the viewport in pixels</dd>
<dt><span class="returnLabel">Returns:</span></dt>
<dd>the mutated and projected worldCoords <a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math"><code>Vector3</code></a></dd>
</dl>
</li>
</ul>
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<h4>getPickRay</h4>
<pre>public&nbsp;<a href="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision">Ray</a>&nbsp;getPickRay(float&nbsp;screenX,
float&nbsp;screenY,
float&nbsp;viewportX,
float&nbsp;viewportY,
float&nbsp;viewportWidth,
float&nbsp;viewportHeight)</pre>
<div class="block">Creates a picking <a href="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision"><code>Ray</code></a> from the coordinates given in screen coordinates. It is assumed that the viewport spans the
whole screen. The screen coordinates origin is assumed to be in the top left corner, its y-axis pointing down, the x-axis
pointing to the right. The returned instance is not a new instance but an internal member only accessible via this function.</div>
<dl>
<dt><span class="paramLabel">Parameters:</span></dt>
<dd><code>viewportX</code> - the coordinate of the bottom left corner of the viewport in glViewport coordinates.</dd>
<dd><code>viewportY</code> - the coordinate of the bottom left corner of the viewport in glViewport coordinates.</dd>
<dd><code>viewportWidth</code> - the width of the viewport in pixels</dd>
<dd><code>viewportHeight</code> - the height of the viewport in pixels</dd>
<dt><span class="returnLabel">Returns:</span></dt>
<dd>the picking Ray.</dd>
</dl>
</li>
</ul>
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<h4>getPickRay</h4>
<pre>public&nbsp;<a href="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision">Ray</a>&nbsp;getPickRay(float&nbsp;screenX,
float&nbsp;screenY)</pre>
<div class="block">Creates a picking <a href="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision"><code>Ray</code></a> from the coordinates given in screen coordinates. It is assumed that the viewport spans the
whole screen. The screen coordinates origin is assumed to be in the top left corner, its y-axis pointing down, the x-axis
pointing to the right. The returned instance is not a new instance but an internal member only accessible via this function.</div>
<dl>
<dt><span class="returnLabel">Returns:</span></dt>
<dd>the picking Ray.</dd>
</dl>
</li>
</ul>
</li>
</ul>
</li>
</ul>
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