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OrthographicCamera (libgdx API)
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com.badlogic.gdx.graphics</FONT>
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Class OrthographicCamera</H2>
<PRE>
java.lang.Object
  <IMG SRC="../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">com.badlogic.gdx.graphics.Camera</A>
      <IMG SRC="../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.graphics.OrthographicCamera</B>
</PRE>
<HR>
<DL>
<DT><PRE>public class <B>OrthographicCamera</B><DT>extends <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A></DL>
</PRE>

<P>
A camera with orthographic projection.
<P>

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

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

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<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#zoom">zoom</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the zoom of the camera</TD>
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</TABLE>
&nbsp;<A NAME="fields_inherited_from_class_com.badlogic.gdx.graphics.Camera"><!-- --></A>
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<TH ALIGN="left"><B>Fields inherited from class com.badlogic.gdx.graphics.<A HREF="../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#combined">combined</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#direction">direction</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#far">far</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#frustum">frustum</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#invProjectionView">invProjectionView</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#near">near</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#position">position</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#projection">projection</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#up">up</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#view">view</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#viewportHeight">viewportHeight</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#viewportWidth">viewportWidth</A></CODE></TD>
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<!-- ======== CONSTRUCTOR SUMMARY ======== -->

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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#OrthographicCamera()">OrthographicCamera</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#OrthographicCamera(float, float)">OrthographicCamera</A></B>(float&nbsp;viewportWidth,
                   float&nbsp;viewportHeight)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Constructs a new OrthographicCamera, using the given viewport width and height.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#OrthographicCamera(float, float, float)">OrthographicCamera</A></B>(float&nbsp;viewportWidth,
                   float&nbsp;viewportHeight,
                   float&nbsp;diamondAngle)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Constructs a new OrthographicCamera, using the given viewport width and height.</TD>
</TR>
</TABLE>
&nbsp;
<!-- ========== METHOD SUMMARY =========== -->

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<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#findDirectionForIsoView(float, float, int)">findDirectionForIsoView</A></B>(float&nbsp;targetAngle,
                        float&nbsp;epsilon,
                        int&nbsp;maxIterations)</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/OrthographicCamera.html#rotate(float)">rotate</A></B>(float&nbsp;angle)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Rotates the camera by the given angle around the direction 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/OrthographicCamera.html#setToOrtho(boolean)">setToOrtho</A></B>(boolean&nbsp;yDown)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this camera to an orthographic projection using a viewport fitting the screen resolution, centered at
 (Gdx.graphics.getWidth()/2, Gdx.graphics.getHeight()/2), with the y-axis pointing up or down.</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/OrthographicCamera.html#setToOrtho(boolean, float, float)">setToOrtho</A></B>(boolean&nbsp;yDown,
           float&nbsp;viewportWidth,
           float&nbsp;viewportHeight)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this camera to an orthographic projection, centered at (viewportWidth/2, viewportHeight/2), with the y-axis pointing up
 or down.</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/OrthographicCamera.html#translate(float, float)">translate</A></B>(float&nbsp;x,
          float&nbsp;y)</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/OrthographicCamera.html#translate(com.badlogic.gdx.math.Vector2)">translate</A></B>(<A HREF="../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</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/OrthographicCamera.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>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.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_com.badlogic.gdx.graphics.Camera"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class com.badlogic.gdx.graphics.<A HREF="../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#apply(com.badlogic.gdx.graphics.GL10)">apply</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#getPickRay(float, float)">getPickRay</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#getPickRay(float, float, float, float, float, float)">getPickRay</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#lookAt(float, float, float)">lookAt</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#normalizeUp()">normalizeUp</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#project(com.badlogic.gdx.math.Vector3)">project</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#project(com.badlogic.gdx.math.Vector3, float, float, float, float)">project</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#rotate(float, float, float, float)">rotate</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#rotate(com.badlogic.gdx.math.Vector3, float)">rotate</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#rotateAround(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3, float)">rotateAround</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#translate(float, float, float)">translate</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#translate(com.badlogic.gdx.math.Vector3)">translate</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#unproject(com.badlogic.gdx.math.Vector3)">unproject</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#unproject(com.badlogic.gdx.math.Vector3, float, float, float, float)">unproject</A></CODE></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="zoom"><!-- --></A><H3>
zoom</H3>
<PRE>
public float <B>zoom</B></PRE>
<DL>
<DD>the zoom of the camera
<P>
<DL>
</DL>
</DL>

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

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

<A NAME="OrthographicCamera(float, float)"><!-- --></A><H3>
OrthographicCamera</H3>
<PRE>
public <B>OrthographicCamera</B>(float&nbsp;viewportWidth,
                          float&nbsp;viewportHeight)</PRE>
<DL>
<DD>Constructs a new OrthographicCamera, using the given viewport width and height. For pixel perfect 2D rendering just supply
 the screen size, for other unit scales (e.g. meters for box2d) proceed accordingly.
<P>
<DL>
<DT><B>Parameters:</B><DD><CODE>viewportWidth</CODE> - the viewport width<DD><CODE>viewportHeight</CODE> - the viewport height</DL>
</DL>
<HR>

<A NAME="OrthographicCamera(float, float, float)"><!-- --></A><H3>
OrthographicCamera</H3>
<PRE>
public <B>OrthographicCamera</B>(float&nbsp;viewportWidth,
                          float&nbsp;viewportHeight,
                          float&nbsp;diamondAngle)</PRE>
<DL>
<DD>Constructs a new OrthographicCamera, using the given viewport width and height. This will create a camera useable for
 iso-metric views. The diamond angle is specifies the angle of a tile viewed isometrically.
<P>
<DL>
<DT><B>Parameters:</B><DD><CODE>viewportWidth</CODE> - the viewport width<DD><CODE>viewportHeight</CODE> - the viewport height<DD><CODE>diamondAngle</CODE> - the angle in degrees</DL>
</DL>

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

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<A NAME="findDirectionForIsoView(float, float, int)"><!-- --></A><H3>
findDirectionForIsoView</H3>
<PRE>
public void <B>findDirectionForIsoView</B>(float&nbsp;targetAngle,
                                    float&nbsp;epsilon,
                                    int&nbsp;maxIterations)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="update()"><!-- --></A><H3>
update</H3>
<PRE>
public void <B>update</B>()</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#update()">Camera</A></CODE></B></DD>
<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>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#update()">update</A></CODE> in class <CODE><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="update(boolean)"><!-- --></A><H3>
update</H3>
<PRE>
public void <B>update</B>(boolean&nbsp;updateFrustum)</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#update(boolean)">Camera</A></CODE></B></DD>
<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>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#update(boolean)">update</A></CODE> in class <CODE><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setToOrtho(boolean)"><!-- --></A><H3>
setToOrtho</H3>
<PRE>
public void <B>setToOrtho</B>(boolean&nbsp;yDown)</PRE>
<DL>
<DD>Sets this camera to an orthographic projection using a viewport fitting the screen resolution, centered at
 (Gdx.graphics.getWidth()/2, Gdx.graphics.getHeight()/2), with the y-axis pointing up or down.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>yDown</CODE> - whether y should be pointing down</DL>
</DD>
</DL>
<HR>

<A NAME="setToOrtho(boolean, float, float)"><!-- --></A><H3>
setToOrtho</H3>
<PRE>
public void <B>setToOrtho</B>(boolean&nbsp;yDown,
                       float&nbsp;viewportWidth,
                       float&nbsp;viewportHeight)</PRE>
<DL>
<DD>Sets this camera to an orthographic projection, centered at (viewportWidth/2, viewportHeight/2), with the y-axis pointing up
 or down.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>yDown</CODE> - whether y should be pointing down.<DD><CODE>viewportWidth</CODE> - <DD><CODE>viewportHeight</CODE> - </DL>
</DD>
</DL>
<HR>

<A NAME="rotate(float)"><!-- --></A><H3>
rotate</H3>
<PRE>
public void <B>rotate</B>(float&nbsp;angle)</PRE>
<DL>
<DD>Rotates the camera by the given angle around the direction vector. The direction and up vector will not be orthogonalized.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>angle</CODE> - </DL>
</DD>
</DL>
<HR>

<A NAME="translate(float, float)"><!-- --></A><H3>
translate</H3>
<PRE>
public void <B>translate</B>(float&nbsp;x,
                      float&nbsp;y)</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</DL>
</DD>
</DL>
<HR>

<A NAME="translate(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
translate</H3>
<PRE>
public void <B>translate</B>(<A HREF="../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</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>
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