Camera_v2 Op

Camera

Transforms and projects the scene from the point of view of the camera.



Full Name
  • Ops.Gl.Matrix.Camera_v2
Visibility
  • Core Op - Official cables op
License
  • MIT
AuthorgithubTest Patches


Example Patch Multiple cameras

Op Camera example. Double camera setup with simple movements.

Open In Editor

INPUT PORTS


render (Trigger)
Identity (Number:

<i>boolean</i>

)

projection mode index (Number:

<i>integer</i>

)

frustum near (Number)
frustum far (Number)
fov (Number)

<p>Field of view of the camera</p>

Auto Aspect Ratio (Number:

<i>boolean</i>

)

<p>Automatically calculate aspect ratio based on the viewport</p>

Aspect Ratio (Number)

<p>Custom aspect ratio</p>

eye X (Number)

<p>X Position of the camera</p>

eye Y (Number)

<p>Y Position of the camera</p>

eye Z (Number)

<p>Y Position of the camera</p>

center X (Number)

<p>Look at point in X position</p>

center Y (Number)

<p>Look at point in Y position</p>

center Z (Number)

<p>Look at point in Z position</p>

truck (Number)

<p>Move sideways (in local x axis)</p>

boom (Number)

<p>Move up+down (in local y axis).</p>

dolly (Number)

<p>Move forward+backward (in local z axis)</p>

tilt (Number)

<p>Tilt up+down relative to current orientation (around local x axis)</p>

pan (Number)

<p>Rotate left+right relative to current orientation (around local y axis)</p>

roll (Number)

<p>Roll left+right relative to current orientation (around local z axis)</p>

OUTPUT PORTS


trigger (Trigger)
Aspect (Number)
Look At Array (Array)

Patches using Camera_v2

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Changelog


bugfixadded identity toggle to reset the viewmatrix to 0,0,0 - expected coordinates are used and not influenced by default viewMatrix transformuser avatarpandur - 2024-03-01 09:58