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package com.sun.javafx.sg.prism;

import com.sun.javafx.geom.PickRay;

Specifies a Swing-coordinates camera, suitable for mixing with Swing and the 2D scene graph. The coordinate system defined by this camera has its origin in the upper left corner of the panel with the Y-axis pointing down and the Z axis pointing away from the viewer (into the screen). The units are in pixel coordinates at the projection plane (Z=0), regardless of the size of the panel. The viewing transform is defined by specifying the zero point, the viewing direction, and the up vector. This resulting transform is used as the view portion of the ModelView matrix. The projection transform a fixed perspective transform. The 3D viewport is set to the bounds of the panel.
/** * Specifies a Swing-coordinates camera, suitable for mixing with Swing and * the 2D scene graph. The coordinate system defined by this camera has its * origin in the upper left corner of the panel with the Y-axis pointing * down and the Z axis pointing away from the viewer (into the screen). The * units are in pixel coordinates at the projection plane (Z=0), * regardless of the size of the panel. * The viewing transform is defined by specifying the zero point, the viewing * direction, and the up vector. * This resulting transform is used as the view portion of the ModelView matrix. * The projection transform a fixed perspective transform. The 3D viewport is * set to the bounds of the panel. */
public class NGPerspectiveCamera extends NGCamera { private final boolean fixedEyeAtCameraZero; private double fovrad; private boolean verticalFieldOfView; public NGPerspectiveCamera(boolean fixedEyeAtCameraZero) { this.fixedEyeAtCameraZero = fixedEyeAtCameraZero; } public void setFieldOfView(float fieldOfViewDegrees) { this.fovrad = Math.toRadians(fieldOfViewDegrees); } public void setVerticalFieldOfView(boolean verticalFieldOfView) { this.verticalFieldOfView = verticalFieldOfView; } @Override public PickRay computePickRay(float x, float y, PickRay pickRay) { return PickRay.computePerspectivePickRay(x, y, fixedEyeAtCameraZero, viewWidth, viewHeight, fovrad, verticalFieldOfView, worldTransform, zNear, zFar, pickRay); } }