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<div class="subTitle">com.badlogic.gdx.graphics</div>
<h2 title="Class Camera" class="title">Class Camera</h2>
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<li>java.lang.Object</li>
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<li>com.badlogic.gdx.graphics.Camera</li>
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<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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<pre>public abstract class <span class="strong">Camera</span>
extends java.lang.Object</pre>
<div class="block">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>.</div>
<dl><dt><span class="strong">Author:</span></dt>
  <dd>mzechner</dd></dl>
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<caption><span>Fields</span><span class="tabEnd">&nbsp;</span></caption>
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<th class="colFirst" scope="col">Modifier and Type</th>
<th class="colLast" scope="col">Field and Description</th>
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<tr class="altColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#combined">combined</a></strong></code>
<div class="block">the combined projection and view matrix</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#direction">direction</a></strong></code>
<div class="block">the unit length direction vector of the camera</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>float</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#far">far</a></strong></code>
<div class="block">the far clipping plane distance, has to be positive</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Frustum.html" title="class in com.badlogic.gdx.math">Frustum</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#frustum">frustum</a></strong></code>
<div class="block">the frustum</div>
</td>
</tr>
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<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#invProjectionView">invProjectionView</a></strong></code>
<div class="block">the inverse combined projection and view matrix</div>
</td>
</tr>
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<td class="colFirst"><code>float</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#near">near</a></strong></code>
<div class="block">the near clipping plane distance, has to be positive</div>
</td>
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<tr class="altColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#position">position</a></strong></code>
<div class="block">the position of the camera</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#projection">projection</a></strong></code>
<div class="block">the projection matrix</div>
</td>
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<tr class="altColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#up">up</a></strong></code>
<div class="block">the unit length up vector of the camera</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#view">view</a></strong></code>
<div class="block">the view matrix</div>
</td>
</tr>
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<td class="colFirst"><code>float</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#viewportHeight">viewportHeight</a></strong></code>
<div class="block">the viewport height</div>
</td>
</tr>
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<td class="colFirst"><code>float</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#viewportWidth">viewportWidth</a></strong></code>
<div class="block">the viewport width</div>
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<td class="colOne"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#Camera()">Camera</a></strong>()</code>&nbsp;</td>
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<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#apply(com.badlogic.gdx.graphics.GL10)">apply</a></strong>(<a href="../../../../com/badlogic/gdx/graphics/GL10.html" title="interface in com.badlogic.gdx.graphics">GL10</a>&nbsp;gl)</code>
<div class="block">Sets the current projection and model-view matrix of this camera.</div>
</td>
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<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision">Ray</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#getPickRay(float, float)">getPickRay</a></strong>(float&nbsp;x,
          float&nbsp;y)</code>
<div class="block">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.</div>
</td>
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<tr class="altColor">
<td class="colFirst"><code><a href="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision">Ray</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#getPickRay(float, float, float, float, float, float)">getPickRay</a></strong>(float&nbsp;x,
          float&nbsp;y,
          float&nbsp;viewportX,
          float&nbsp;viewportY,
          float&nbsp;viewportWidth,
          float&nbsp;viewportHeight)</code>
<div class="block">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.</div>
</td>
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<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#lookAt(float, float, float)">lookAt</a></strong>(float&nbsp;x,
      float&nbsp;y,
      float&nbsp;z)</code>
<div class="block">Recalculates the direction of the camera to look at the point (x, y, z).</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#lookAt(com.badlogic.gdx.math.Vector3)">lookAt</a></strong>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;target)</code>
<div class="block">Recalculates the direction of the camera to look at the point (x, y, z).</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#normalizeUp()">normalizeUp</a></strong>()</code>
<div class="block">Normalizes the up vector by first calculating the right vector via a cross product between direction and up, and then
 recalculating the up vector via a cross product between right and direction.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#project(com.badlogic.gdx.math.Vector3)">project</a></strong>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;vec)</code>
<div class="block">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.</div>
</td>
</tr>
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<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#project(com.badlogic.gdx.math.Vector3, float, float, float, float)">project</a></strong>(<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>
<div class="block">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.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#rotate(float, float, float, float)">rotate</a></strong>(float&nbsp;angle,
      float&nbsp;axisX,
      float&nbsp;axisY,
      float&nbsp;axisZ)</code>
<div class="block">Rotates the direction and up vector of this camera by the given angle around the given axis.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#rotate(com.badlogic.gdx.math.Matrix4)">rotate</a></strong>(<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a>&nbsp;transform)</code>
<div class="block">Rotates the direction and up vector of this camera by the given rotation matrix.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#rotate(com.badlogic.gdx.math.Quaternion)">rotate</a></strong>(<a href="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math">Quaternion</a>&nbsp;quat)</code>
<div class="block">Rotates the direction and up vector of this camera by the given <a href="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math"><code>Quaternion</code></a>.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#rotate(com.badlogic.gdx.math.Vector3, float)">rotate</a></strong>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;axis,
      float&nbsp;angle)</code>
<div class="block">Rotates the direction and up vector of this camera by the given angle around the given axis.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#rotateAround(com.badlogic.gdx.math.Vector3, com.badlogic.gdx.math.Vector3, float)">rotateAround</a></strong>(<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>
<div class="block">Rotates the direction and up vector of this camera by the given angle around the given axis, with the axis attached to given
 point.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#transform(com.badlogic.gdx.math.Matrix4)">transform</a></strong>(<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a>&nbsp;transform)</code>
<div class="block">Transform the position, direction and up vector by the given matrix</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#translate(float, float, float)">translate</a></strong>(float&nbsp;x,
         float&nbsp;y,
         float&nbsp;z)</code>
<div class="block">Moves the camera by the given amount on each axis.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#translate(com.badlogic.gdx.math.Vector3)">translate</a></strong>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;vec)</code>
<div class="block">Moves the camera by the given vector.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#unproject(com.badlogic.gdx.math.Vector3)">unproject</a></strong>(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;vec)</code>
<div class="block">Function to translate a point given in window (or window) coordinates to world space.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#unproject(com.badlogic.gdx.math.Vector3, float, float, float, float)">unproject</a></strong>(<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>
<div class="block">Function to translate a point given in window (or window) coordinates to world space.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>abstract void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#update()">update</a></strong>()</code>
<div class="block">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.</div>
</td>
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<tr class="rowColor">
<td class="colFirst"><code>abstract void</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/graphics/Camera.html#update(boolean)">update</a></strong>(boolean&nbsp;updateFrustum)</code>
<div class="block">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.</div>
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<h4>position</h4>
<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a> position</pre>
<div class="block">the position of the camera</div>
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<h4>direction</h4>
<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a> direction</pre>
<div class="block">the unit length direction vector of the camera</div>
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<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a> up</pre>
<div class="block">the unit length up vector of the camera</div>
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<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> projection</pre>
<div class="block">the projection matrix</div>
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<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> view</pre>
<div class="block">the view matrix</div>
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<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> combined</pre>
<div class="block">the combined projection and view matrix</div>
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<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a> invProjectionView</pre>
<div class="block">the inverse combined projection and view matrix</div>
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<pre>public&nbsp;float near</pre>
<div class="block">the near clipping plane distance, has to be positive</div>
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<pre>public&nbsp;float far</pre>
<div class="block">the far clipping plane distance, has to be positive</div>
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<pre>public&nbsp;float viewportWidth</pre>
<div class="block">the viewport width</div>
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<pre>public&nbsp;float viewportHeight</pre>
<div class="block">the viewport height</div>
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<pre>public final&nbsp;<a href="../../../../com/badlogic/gdx/math/Frustum.html" title="class in com.badlogic.gdx.math">Frustum</a> frustum</pre>
<div class="block">the frustum</div>
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<pre>public&nbsp;Camera()</pre>
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<pre>public abstract&nbsp;void&nbsp;update()</pre>
<div class="block">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.</div>
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<pre>public abstract&nbsp;void&nbsp;update(boolean&nbsp;updateFrustum)</pre>
<div class="block">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.</div>
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<a name="apply(com.badlogic.gdx.graphics.GL10)">
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<pre>public&nbsp;void&nbsp;apply(<a href="../../../../com/badlogic/gdx/graphics/GL10.html" title="interface in com.badlogic.gdx.graphics">GL10</a>&nbsp;gl)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>gl</code> - the GL10 or GL11 instance.</dd></dl>
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<pre>public&nbsp;void&nbsp;lookAt(float&nbsp;x,
          float&nbsp;y,
          float&nbsp;z)</pre>
<div class="block">Recalculates the direction of the camera to look at the point (x, y, z).</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>x</code> - the x-coordinate of the point to look at</dd><dd><code>y</code> - the x-coordinate of the point to look at</dd><dd><code>z</code> - the x-coordinate of the point to look at</dd></dl>
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<pre>public&nbsp;void&nbsp;lookAt(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;target)</pre>
<div class="block">Recalculates the direction of the camera to look at the point (x, y, z).</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>target</code> - the point to look at</dd></dl>
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<pre>public&nbsp;void&nbsp;normalizeUp()</pre>
<div class="block">Normalizes the up vector by first calculating the right vector via a cross product between direction and up, and then
 recalculating the up vector via a cross product between right and direction.</div>
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<pre>public&nbsp;void&nbsp;rotate(float&nbsp;angle,
          float&nbsp;axisX,
          float&nbsp;axisY,
          float&nbsp;axisZ)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>angle</code> - the angle</dd><dd><code>axisX</code> - the x-component of the axis</dd><dd><code>axisY</code> - the y-component of the axis</dd><dd><code>axisZ</code> - the z-component of the axis</dd></dl>
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<pre>public&nbsp;void&nbsp;rotate(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;axis,
          float&nbsp;angle)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>axis</code> - </dd><dd><code>angle</code> - the angle</dd></dl>
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<pre>public&nbsp;void&nbsp;rotate(<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a>&nbsp;transform)</pre>
<div class="block">Rotates the direction and up vector of this camera by the given rotation matrix. The direction and up vector
 will not be orthogonalized.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>transform</code> - The rotation matrix</dd></dl>
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<pre>public&nbsp;void&nbsp;rotate(<a href="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math">Quaternion</a>&nbsp;quat)</pre>
<div class="block">Rotates the direction and up vector of this camera by the given <a href="../../../../com/badlogic/gdx/math/Quaternion.html" title="class in com.badlogic.gdx.math"><code>Quaternion</code></a>. The direction and up vector
 will not be orthogonalized.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>quat</code> - The quaternion</dd></dl>
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<pre>public&nbsp;void&nbsp;rotateAround(<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>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>point</code> - </dd><dd><code>axis</code> - </dd><dd><code>angle</code> - the angle</dd></dl>
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<h4>transform</h4>
<pre>public&nbsp;void&nbsp;transform(<a href="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4</a>&nbsp;transform)</pre>
<div class="block">Transform the position, direction and up vector by the given matrix</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>transform</code> - The transform matrix</dd></dl>
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<h4>translate</h4>
<pre>public&nbsp;void&nbsp;translate(float&nbsp;x,
             float&nbsp;y,
             float&nbsp;z)</pre>
<div class="block">Moves the camera by the given amount on each axis.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>x</code> - the displacement on the x-axis</dd><dd><code>y</code> - the displacement on the y-axis</dd><dd><code>z</code> - the displacement on the z-axis</dd></dl>
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<pre>public&nbsp;void&nbsp;translate(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;vec)</pre>
<div class="block">Moves the camera by the given vector.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>vec</code> - the displacement vector</dd></dl>
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<h4>unproject</h4>
<pre>public&nbsp;void&nbsp;unproject(<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>
<div class="block">Function to translate a point given in window (or window) coordinates to world space. It's the same as GLU gluUnProject, 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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>vec</code> - the point in window coordinates (origin top left)</dd><dd><code>viewportX</code> - the coordinate of the top left corner of the viewport in glViewport coordinates (origin bottom left)</dd><dd><code>viewportY</code> - the coordinate of the top left corner of the viewport in glViewport coordinates (origin bottom left)</dd><dd><code>viewportWidth</code> - the width of the viewport in pixels</dd><dd><code>viewportHeight</code> - the height of the viewport in pixels</dd></dl>
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<pre>public&nbsp;void&nbsp;unproject(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;vec)</pre>
<div class="block">Function to translate a point given in window (or window) coordinates to world space. It's the same as GLU gluUnProject 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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>vec</code> - the point in window coordinates</dd></dl>
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<pre>public&nbsp;void&nbsp;project(<a href="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3</a>&nbsp;vec)</pre>
<div class="block">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 GLU gluProject 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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>vec</code> - the position in object/world space.</dd></dl>
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<pre>public&nbsp;void&nbsp;project(<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>
<div class="block">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 GLU gluProject 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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>vec</code> - the point in object/world space</dd><dd><code>viewportX</code> - the coordinate of the top left corner of the viewport in glViewport coordinates (origin bottom left)</dd><dd><code>viewportY</code> - the coordinate of the top left corner of the viewport in glViewport coordinates (origin bottom left)</dd><dd><code>viewportWidth</code> - the width of the viewport in pixels</dd><dd><code>viewportHeight</code> - the height of the viewport in pixels</dd></dl>
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<h4>getPickRay</h4>
<pre>public&nbsp;<a href="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision">Ray</a>&nbsp;getPickRay(float&nbsp;x,
             float&nbsp;y,
             float&nbsp;viewportX,
             float&nbsp;viewportY,
             float&nbsp;viewportWidth,
             float&nbsp;viewportHeight)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>x</code> - the x-coordinate in window coordinates.</dd><dd><code>y</code> - the y-coordinate in window coordinates.</dd>
<dt><span class="strong">Returns:</span></dt><dd>the picking Ray.</dd></dl>
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<a name="getPickRay(float, float)">
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<h4>getPickRay</h4>
<pre>public&nbsp;<a href="../../../../com/badlogic/gdx/math/collision/Ray.html" title="class in com.badlogic.gdx.math.collision">Ray</a>&nbsp;getPickRay(float&nbsp;x,
             float&nbsp;y)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>x</code> - the x-coordinate in window coordinates.</dd><dd><code>y</code> - the y-coordinate in window coordinates.</dd>
<dt><span class="strong">Returns:</span></dt><dd>the picking Ray.</dd></dl>
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