1get_camera_matrix(3) Allegro manual get_camera_matrix(3)
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6 get_camera_matrix - Constructs a camera matrix for perspective projec‐
7 tion. Allegro game programming library.
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10 #include <allegro.h>
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13 void get_camera_matrix(MATRIX *m, fixed x, y, z, xfront, yfront,
14 zfront, fixed xup, yup, zup, fov, aspect);
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17 Constructs a camera matrix for translating world-space objects into a
18 normalised view space, ready for the perspective projection. The x, y,
19 and z parameters specify the camera position, xfront, yfront, and
20 zfront are the 'in front' vector specifying which way the camera is
21 facing (this can be any length: normalisation is not required), and
22 xup, yup, and zup are the 'up' direction vector.
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24 The fov parameter specifies the field of view (ie. width of the camera
25 focus) in binary, 256 degrees to the circle format. For typical projec‐
26 tions, a field of view in the region 32-48 will work well. 64 (90°)
27 applies no extra scaling - so something which is one unit away from the
28 viewer will be directly scaled to the viewport. A bigger FOV moves you
29 closer to the viewing plane, so more objects will appear. A smaller FOV
30 moves you away from the viewing plane, which means you see a smaller
31 part of the world.
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33 Finally, the aspect ratio is used to scale the Y dimensions of the
34 image relative to the X axis, so you can use it to adjust the propor‐
35 tions of the output image (set it to 1 for no scaling - but keep in
36 mind that the projection also performs scaling according to the view‐
37 port size). Typically, you will pass (float)w/(float)h, where w and h
38 are the parameters you passed to set_projection_viewport.
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40 Note that versions prior to 4.1.0 multiplied this aspect ratio by 4/3.
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44 apply_matrix(3), get_align_matrix(3), set_projection_viewport(3),
45 persp_project(3)
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49Allegro version 4.2.3 get_camera_matrix(3)