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Camera (libgdx API)
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com.badlogic.gdx.graphics</FONT>
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Class Camera</H2>
<PRE>
java.lang.Object
  <IMG SRC="../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.graphics.Camera</B>
</PRE>
<DL>
<DT><B>Direct Known Subclasses:</B> <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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<DT><PRE>public abstract class <B>Camera</B><DT>extends java.lang.Object</DL>
</PRE>

<P>
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>.
<P>

<P>
<DL>
<DT><B>Author:</B></DT>
  <DD>mzechner</DD>
</DL>
<HR>

<P>
<!-- =========== FIELD SUMMARY =========== -->

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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Field Summary</B></FONT></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#combined">combined</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the combined projection and view matrix</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#direction">direction</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the unit length direction vector of the camera</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#far">far</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the far clipping plane distance, has to be positive</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Frustum.html" title="class in com.badlogic.gdx.math">Frustum</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#frustum">frustum</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the frustum</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#invProjectionView">invProjectionView</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the inverse combined projection and view matrix</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#near">near</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the near clipping plane distance, has to be positive</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#position">position</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the position of the camera</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#projection">projection</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the projection matrix</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#up">up</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the unit length up vector of the camera</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#view">view</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the view matrix</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#viewportHeight">viewportHeight</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the viewport height</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#viewportWidth">viewportWidth</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the viewport width</TD>
</TR>
</TABLE>
&nbsp;
<!-- ======== CONSTRUCTOR SUMMARY ======== -->

<A NAME="constructor_summary"><!-- --></A>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#Camera()">Camera</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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&nbsp;
<!-- ========== METHOD SUMMARY =========== -->

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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#apply(com.badlogic.gdx.graphics.GL10)">apply</A></B>(<A HREF="../../../../com/badlogic/gdx/graphics/GL10.html" title="interface in com.badlogic.gdx.graphics">GL10</A>&nbsp;gl)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the current projection and model-view matrix of this camera.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision">Ray</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#getPickRay(float, float)">getPickRay</A></B>(float&nbsp;x,
           float&nbsp;y)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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 window coordinates.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision">Ray</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#getPickRay(float, float, float, float, float, float)">getPickRay</A></B>(float&nbsp;x,
           float&nbsp;y,
           float&nbsp;viewportX,
           float&nbsp;viewportY,
           float&nbsp;viewportWidth,
           float&nbsp;viewportHeight)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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 window coordinates.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#lookAt(float, float, float)">lookAt</A></B>(float&nbsp;x,
       float&nbsp;y,
       float&nbsp;z)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Recalculates the direction of the camera to look at the point (x, y, z).</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#normalizeUp()">normalizeUp</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#project(com.badlogic.gdx.math.Vector3)">project</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vec)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Projects the <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math"><CODE>Vector3</CODE></A> given in object/world space to window coordinates.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#project(com.badlogic.gdx.math.Vector3, float, float, float, float)">project</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vec,
        float&nbsp;viewportX,
        float&nbsp;viewportY,
        float&nbsp;viewportWidth,
        float&nbsp;viewportHeight)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Projects the <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math"><CODE>Vector3</CODE></A> given in object/world space to window coordinates.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#rotate(float, float, float, float)">rotate</A></B>(float&nbsp;angle,
       float&nbsp;axisX,
       float&nbsp;axisY,
       float&nbsp;axisZ)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Rotates the direction and up vector of this camera by the given angle around the given axis.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#rotate(com.badlogic.gdx.math.Vector3, float)">rotate</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;axis,
       float&nbsp;angle)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Rotates the direction and up vector of this camera by the given angle around the given axis.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#rotateAround(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3, float)">rotateAround</A></B>(<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>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Rotates the direction and up vector of this camera by the given angle around the given axis, with the axis attached to given point.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#translate(float, float, float)">translate</A></B>(float&nbsp;x,
          float&nbsp;y,
          float&nbsp;z)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Moves the camera by the given amount on each axis.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#translate(com.badlogic.gdx.math.Vector3)">translate</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vec)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Moves the camera by the given vector.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#unproject(com.badlogic.gdx.math.Vector3)">unproject</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vec)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Function to translate a point given in window (or window) coordinates to world space.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#unproject(com.badlogic.gdx.math.Vector3, float, float, float, float)">unproject</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vec,
          float&nbsp;viewportX,
          float&nbsp;viewportY,
          float&nbsp;viewportWidth,
          float&nbsp;viewportHeight)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Function to translate a point given in window (or window) coordinates to world space.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>abstract &nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#update()">update</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>abstract &nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#update(boolean)">update</A></B>(boolean&nbsp;updateFrustum)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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.</TD>
</TR>
</TABLE>
&nbsp;<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
</TR>
</TABLE>
&nbsp;
<P>

<!-- ============ FIELD DETAIL =========== -->

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<A NAME="position"><!-- --></A><H3>
position</H3>
<PRE>
public final <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A> <B>position</B></PRE>
<DL>
<DD>the position of the camera
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="direction"><!-- --></A><H3>
direction</H3>
<PRE>
public final <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A> <B>direction</B></PRE>
<DL>
<DD>the unit length direction vector of the camera
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="up"><!-- --></A><H3>
up</H3>
<PRE>
public final <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A> <B>up</B></PRE>
<DL>
<DD>the unit length up vector of the camera
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="projection"><!-- --></A><H3>
projection</H3>
<PRE>
public final <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>projection</B></PRE>
<DL>
<DD>the projection matrix
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="view"><!-- --></A><H3>
view</H3>
<PRE>
public final <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>view</B></PRE>
<DL>
<DD>the view matrix
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="combined"><!-- --></A><H3>
combined</H3>
<PRE>
public final <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>combined</B></PRE>
<DL>
<DD>the combined projection and view matrix
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="invProjectionView"><!-- --></A><H3>
invProjectionView</H3>
<PRE>
public final <A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</A> <B>invProjectionView</B></PRE>
<DL>
<DD>the inverse combined projection and view matrix
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="near"><!-- --></A><H3>
near</H3>
<PRE>
public float <B>near</B></PRE>
<DL>
<DD>the near clipping plane distance, has to be positive
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="far"><!-- --></A><H3>
far</H3>
<PRE>
public float <B>far</B></PRE>
<DL>
<DD>the far clipping plane distance, has to be positive
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="viewportWidth"><!-- --></A><H3>
viewportWidth</H3>
<PRE>
public float <B>viewportWidth</B></PRE>
<DL>
<DD>the viewport width
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="viewportHeight"><!-- --></A><H3>
viewportHeight</H3>
<PRE>
public float <B>viewportHeight</B></PRE>
<DL>
<DD>the viewport height
<P>
<DL>
</DL>
</DL>
<HR>

<A NAME="frustum"><!-- --></A><H3>
frustum</H3>
<PRE>
public final <A HREF="../../../../com/badlogic/gdx/math/Frustum.html" title="class in com.badlogic.gdx.math">Frustum</A> <B>frustum</B></PRE>
<DL>
<DD>the frustum
<P>
<DL>
</DL>
</DL>

<!-- ========= CONSTRUCTOR DETAIL ======== -->

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</TABLE>

<A NAME="Camera()"><!-- --></A><H3>
Camera</H3>
<PRE>
public <B>Camera</B>()</PRE>
<DL>
</DL>

<!-- ============ METHOD DETAIL ========== -->

<A NAME="method_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<A NAME="update()"><!-- --></A><H3>
update</H3>
<PRE>
public abstract void <B>update</B>()</PRE>
<DL>
<DD>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.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="update(boolean)"><!-- --></A><H3>
update</H3>
<PRE>
public abstract void <B>update</B>(boolean&nbsp;updateFrustum)</PRE>
<DL>
<DD>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.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="apply(com.badlogic.gdx.graphics.GL10)"><!-- --></A><H3>
apply</H3>
<PRE>
public void <B>apply</B>(<A HREF="../../../../com/badlogic/gdx/graphics/GL10.html" title="interface in com.badlogic.gdx.graphics">GL10</A>&nbsp;gl)</PRE>
<DL>
<DD>Sets the current projection and model-view matrix of this camera. Only works with <A HREF="../../../../com/badlogic/gdx/graphics/GL10.html" title="interface in com.badlogic.gdx.graphics"><CODE>GL10</CODE></A> and <A HREF="../../../../com/badlogic/gdx/graphics/GL11.html" title="interface in com.badlogic.gdx.graphics"><CODE>GL11</CODE></A> of course.
 The parameter is there to remind you that it does not work with GL20. Make sure to call <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#update()"><CODE>update()</CODE></A> before calling
 this method so all matrices are up to date.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>gl</CODE> - the GL10 or GL11 instance.</DL>
</DD>
</DL>
<HR>

<A NAME="lookAt(float, float, float)"><!-- --></A><H3>
lookAt</H3>
<PRE>
public void <B>lookAt</B>(float&nbsp;x,
                   float&nbsp;y,
                   float&nbsp;z)</PRE>
<DL>
<DD>Recalculates the direction of the camera to look at the point (x, y, z).
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x-coordinate of the point to look at<DD><CODE>y</CODE> - the x-coordinate of the point to look at<DD><CODE>z</CODE> - the x-coordinate of the point to look at</DL>
</DD>
</DL>
<HR>

<A NAME="normalizeUp()"><!-- --></A><H3>
normalizeUp</H3>
<PRE>
public void <B>normalizeUp</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="rotate(float, float, float, float)"><!-- --></A><H3>
rotate</H3>
<PRE>
public void <B>rotate</B>(float&nbsp;angle,
                   float&nbsp;axisX,
                   float&nbsp;axisY,
                   float&nbsp;axisZ)</PRE>
<DL>
<DD>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.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>angle</CODE> - the angle<DD><CODE>axisX</CODE> - the x-component of the axis<DD><CODE>axisY</CODE> - the y-component of the axis<DD><CODE>axisZ</CODE> - the z-component of the axis</DL>
</DD>
</DL>
<HR>

<A NAME="rotate(com.badlogic.gdx.math.Vector3, float)"><!-- --></A><H3>
rotate</H3>
<PRE>
public void <B>rotate</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;axis,
                   float&nbsp;angle)</PRE>
<DL>
<DD>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.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>axis</CODE> - <DD><CODE>angle</CODE> - the angle</DL>
</DD>
</DL>
<HR>

<A NAME="rotateAround(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3, float)"><!-- --></A><H3>
rotateAround</H3>
<PRE>
public void <B>rotateAround</B>(<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>
<DL>
<DD>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.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>point</CODE> - <DD><CODE>axis</CODE> - <DD><CODE>angle</CODE> - the angle</DL>
</DD>
</DL>
<HR>

<A NAME="translate(float, float, float)"><!-- --></A><H3>
translate</H3>
<PRE>
public void <B>translate</B>(float&nbsp;x,
                      float&nbsp;y,
                      float&nbsp;z)</PRE>
<DL>
<DD>Moves the camera by the given amount on each axis.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the displacement on the x-axis<DD><CODE>y</CODE> - the displacement on the y-axis<DD><CODE>z</CODE> - the displacement on the z-axis</DL>
</DD>
</DL>
<HR>

<A NAME="translate(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
translate</H3>
<PRE>
public void <B>translate</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vec)</PRE>
<DL>
<DD>Moves the camera by the given vector.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>vec</CODE> - the displacement vector</DL>
</DD>
</DL>
<HR>

<A NAME="unproject(com.badlogic.gdx.math.Vector3, float, float, float, float)"><!-- --></A><H3>
unproject</H3>
<PRE>
public void <B>unproject</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vec,
                      float&nbsp;viewportX,
                      float&nbsp;viewportY,
                      float&nbsp;viewportWidth,
                      float&nbsp;viewportHeight)</PRE>
<DL>
<DD>Function to translate a point given in window (or window) coordinates to world space. It's the same as
 <A HREF="../../../../com/badlogic/gdx/graphics/GLU.html#gluUnProject(float, float, float, float[], int, float[], int, int[], int, float[], int)"><CODE>GLU.gluUnProject(float, float, float, float[], int, float[], int, int[], int, float[], int)</CODE></A> but does not rely on
 OpenGL. The x- and y-coordinate of vec are assumed to be in window 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/GLCommon.html#glViewport(int, int, int, int)"><CODE>GLCommon.glViewport(int, int, int, int)</CODE></A>, with the
 origin in the bottom left corner of the screen.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>vec</CODE> - the point in window coordinates (origin top left)<DD><CODE>viewportX</CODE> - the coordinate of the top left corner of the viewport in glViewport coordinates (origin bottom left)<DD><CODE>viewportY</CODE> - the coordinate of the top left corner of the viewport in glViewport coordinates (origin bottom left)<DD><CODE>viewportWidth</CODE> - the width of the viewport in pixels<DD><CODE>viewportHeight</CODE> - the height of the viewport in pixels</DL>
</DD>
</DL>
<HR>

<A NAME="unproject(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
unproject</H3>
<PRE>
public void <B>unproject</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vec)</PRE>
<DL>
<DD>Function to translate a point given in window (or window) coordinates to world space. It's the same as
 <A HREF="../../../../com/badlogic/gdx/graphics/GLU.html#gluUnProject(float, float, float, float[], int, float[], int, int[], int, float[], int)"><CODE>GLU.gluUnProject(float, float, float, float[], int, float[], int, int[], int, float[], int)</CODE></A> 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 window 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.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>vec</CODE> - the point in window coordinates</DL>
</DD>
</DL>
<HR>

<A NAME="project(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
project</H3>
<PRE>
public void <B>project</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vec)</PRE>
<DL>
<DD>Projects the <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math"><CODE>Vector3</CODE></A> given in object/world space to window coordinates. It's the same as
 <A HREF="../../../../com/badlogic/gdx/graphics/GLU.html#gluProject(float, float, float, float[], int, float[], int, int[], int, float[], int)"><CODE>GLU.gluProject(float, float, float, float[], int, float[], int, int[], int, float[], int)</CODE></A> with one small deviation:
 The viewport is assumed to span the whole screen. The window 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/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>SpriteBatch</CODE></A> and similar classes.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>vec</CODE> - the position in object/world space.</DL>
</DD>
</DL>
<HR>

<A NAME="project(com.badlogic.gdx.math.Vector3, float, float, float, float)"><!-- --></A><H3>
project</H3>
<PRE>
public void <B>project</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</A>&nbsp;vec,
                    float&nbsp;viewportX,
                    float&nbsp;viewportY,
                    float&nbsp;viewportWidth,
                    float&nbsp;viewportHeight)</PRE>
<DL>
<DD>Projects the <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math"><CODE>Vector3</CODE></A> given in object/world space to window coordinates. It's the same as
 <A HREF="../../../../com/badlogic/gdx/graphics/GLU.html#gluProject(float, float, float, float[], int, float[], int, int[], int, float[], int)"><CODE>GLU.gluProject(float, float, float, float[], int, float[], int, int[], int, float[], int)</CODE></A> with one small deviation:
 The viewport is assumed to span the whole screen. The window 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/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>SpriteBatch</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/GLCommon.html#glViewport(int, int, int, int)"><CODE>GLCommon.glViewport(int, int, int, int)</CODE></A>, with the origin in the bottom left corner of
 the screen.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>vec</CODE> - the point in object/world space<DD><CODE>viewportX</CODE> - the coordinate of the top left corner of the viewport in glViewport coordinates (origin bottom left)<DD><CODE>viewportY</CODE> - the coordinate of the top left corner of the viewport in glViewport coordinates (origin bottom left)<DD><CODE>viewportWidth</CODE> - the width of the viewport in pixels<DD><CODE>viewportHeight</CODE> - the height of the viewport in pixels</DL>
</DD>
</DL>
<HR>

<A NAME="getPickRay(float, float, float, float, float, float)"><!-- --></A><H3>
getPickRay</H3>
<PRE>
public <A HREF="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision">Ray</A> <B>getPickRay</B>(float&nbsp;x,
                      float&nbsp;y,
                      float&nbsp;viewportX,
                      float&nbsp;viewportY,
                      float&nbsp;viewportWidth,
                      float&nbsp;viewportHeight)</PRE>
<DL>
<DD>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 window coordinates. It is assumed that the viewport spans the
 whole screen. The window 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.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x-coordinate in window coordinates.<DD><CODE>y</CODE> - the y-coordinate in window coordinates.
<DT><B>Returns:</B><DD>the picking Ray.</DL>
</DD>
</DL>
<HR>

<A NAME="getPickRay(float, float)"><!-- --></A><H3>
getPickRay</H3>
<PRE>
public <A HREF="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision">Ray</A> <B>getPickRay</B>(float&nbsp;x,
                      float&nbsp;y)</PRE>
<DL>
<DD>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 window coordinates. It is assumed that the viewport spans the
 whole screen. The window 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.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x-coordinate in window coordinates.<DD><CODE>y</CODE> - the y-coordinate in window coordinates.
<DT><B>Returns:</B><DD>the picking Ray.</DL>
</DD>
</DL>
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