EAGL.Examples.LearnOpenGL.GettingStarted.CameraCircle (eagl v0.7.0)
View SourceLearnOpenGL 7.1 - Camera (Circle)
This example introduces the camera system in OpenGL by demonstrating how the view matrix controls the camera position and orientation. It shows a simple circular camera movement around a single textured cube to illustrate basic camera concepts.
Original C++ Source
This example is based on the original LearnOpenGL C++ tutorial: https://github.com/JoeyDeVries/LearnOpenGL/tree/master/src/1.getting_started/7.1.camera_circle
Framework Adaptation Notes
This example introduces fundamental camera concepts:
- The camera as a virtual viewpoint in 3D space
- View matrix calculation using camera position and orientation
- Circular camera movement using trigonometric functions
- How camera movement affects the perspective of the scene
Key Learning Points
- Camera Coordinate System: Understanding camera position, target, and up vector
- View Matrix: How the view matrix transforms world coordinates to camera space
- Camera Movement: Moving the camera position while keeping the target fixed
- Smooth Animation: Using time-based trigonometric functions for circular motion
Camera Concepts Introduced
- Camera Position: Where the camera is located in world space
- Camera Target: What point the camera is looking at
- Camera Up Vector: Which direction is "up" for the camera
- Look-At Matrix: Mathematical transformation from camera parameters to view matrix
Visual Effect
Shows a single textured cube with a camera orbiting around it:
- Camera moves in a circular path around the cube
- Camera always points toward the cube (fixed target)
- Demonstrates how camera position affects the view of objects
- Smooth, continuous circular motion
Usage
EAGL.Examples.LearnOpenGL.GettingStarted.CameraCircle.run_example()
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