simvx.graphics.scene.camera¶
Camera: view and projection matrix management.
Module Contents¶
Classes¶
Manages view and projection matrices. |
Data¶
API¶
- simvx.graphics.scene.camera.log¶
‘getLogger(…)’
- simvx.graphics.scene.camera.__all__¶
[‘Camera’]
- class simvx.graphics.scene.camera.Camera(position: tuple[float, float, float] = (0.0, 0.0, 5.0), target: tuple[float, float, float] = (0.0, 0.0, 0.0), up: tuple[float, float, float] = (0.0, 1.0, 0.0), fov: float = 60.0, aspect: float = 16.0 / 9.0, near: float = 0.1, far: float = 1000.0)¶
Manages view and projection matrices.
Initialization
- property view_matrix: numpy.ndarray¶
Compute a look-at view matrix (column-major for GLSL).
- property projection_matrix: numpy.ndarray¶
Compute a reverse-Z perspective projection (Vulkan clip space, column-major).
Depth spans [0, 1] with the near plane at 1, matching
- Func:
simvx.core.math.matrices.perspective, so a scene rendered through this fallback camera depth-tests under the same GREATER comparison and 0.0 clear as one rendered through aCamera3D.