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OrthographicCamera (libgdx API)
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com.badlogic.gdx.graphics
</FONT>
<BR>
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 =========== -->
<A NAME="field_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#zoom">zoom
</A></B></CODE>
<BR>
the zoom of the camera
</TD>
</TR>
</TABLE>
<A NAME="fields_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>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>
</TR>
</TABLE>
<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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<B>Constructor Summary
</B></FONT></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#OrthographicCamera()">OrthographicCamera
</A></B>()
</CODE>
<BR>
</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
viewportWidth,
float
viewportHeight)
</CODE>
<BR>
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
viewportWidth,
float
viewportHeight,
float
diamondAngle)
</CODE>
<BR>
Constructs a new OrthographicCamera, using the given viewport width and height.
</TD>
</TR>
</TABLE>
<!-- ========== METHOD SUMMARY =========== -->
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</B></FONT></TH>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#findDirectionForIsoView(float, float, int)">findDirectionForIsoView
</A></B>(float
targetAngle,
float
epsilon,
int
maxIterations)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#rotate(float)">rotate
</A></B>(float
angle)
</CODE>
<BR>
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> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#setToOrtho(boolean)">setToOrtho
</A></B>(boolean
yDown)
</CODE>
<BR>
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> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#setToOrtho(boolean, float, float)">setToOrtho
</A></B>(boolean
yDown,
float
viewportWidth,
float
viewportHeight)
</CODE>
<BR>
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> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#translate(float, float)">translate
</A></B>(float
x,
float
y)
</CODE>
<BR>
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> 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> vec)
</CODE>
<BR>
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> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#update()">update
</A></B>()
</CODE>
<BR>
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> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#update(boolean)">update
</A></B>(boolean
updateFrustum)
</CODE>
<BR>
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>
<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>
<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>
<P>
<!-- ============ FIELD DETAIL =========== -->
<A NAME="field_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<B>Field Detail
</B></FONT></TH>
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</TABLE>
<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>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Constructor Detail
</B></FONT></TH>
</TR>
</TABLE>
<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
viewportWidth,
float
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
viewportWidth,
float
viewportHeight,
float
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 ========== -->
<A NAME="method_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Method Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="findDirectionForIsoView(float, float, int)"><!-- --></A><H3>
findDirectionForIsoView
</H3>
<PRE>
public void
<B>findDirectionForIsoView
</B>(float
targetAngle,
float
epsilon,
int
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
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
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
yDown,
float
viewportWidth,
float
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
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
x,
float
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>
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<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> vec)
</PRE>
<DL>
<DD>Moves the camera by the given vector.
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<DT><B>Parameters:
</B><DD><CODE>vec
</CODE> - the displacement vector
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