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38		<H3><A NAME="HDRAUTOCAM" ></A>AutoCamera</H3>
39		<A NAME="IDX370"></A><A NAME="IDX371"></A>
40<P><STRONG>Category</STRONG>
41<P>
42<A HREF="refgu008.htm#HDRCATREN">Rendering</A>
43<A NAME="IDX372"></A>
44<A NAME="IDX373"></A>
45<P><STRONG>Function</STRONG>
46<P>
47Constructs a camera for viewing an object.
48<P><STRONG>Syntax</STRONG>
49<PRE><STRONG>
50camera</STRONG> = AutoCamera(<STRONG>object, direction, width, resolution,
51                    aspect, up, perspective, angle, background</STRONG>);
52</PRE>
53<P><STRONG>Inputs</STRONG>
54<BR>
55<TABLE BORDER>
56<TR>
57<TH ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">Name
58</TH><TH ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">Type
59</TH><TH ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">Default
60</TH><TH ALIGN="LEFT" VALIGN="TOP" WIDTH="40%">Description
61</TH></TR><TR>
62<TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%"><TT><STRONG>object</STRONG></TT>
63</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">object or vector
64</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">none
65</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="40%">object to be looked at
66</TD></TR><TR>
67<TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%"><TT><STRONG>direction</STRONG></TT>
68</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">vector, string, or object
69</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">&quot;front&quot;
70</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="40%">position of camera
71</TD></TR><TR>
72<TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%"><TT><STRONG>width</STRONG></TT>
73</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">scalar or object
74</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">input dependent
75</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="40%">width of field of view
76</TD></TR><TR>
77<TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%"><TT><STRONG>resolution</STRONG></TT>
78</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">integer
79</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">640
80</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="40%">pixels across image
81</TD></TR><TR>
82<TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%"><TT><STRONG>aspect</STRONG></TT>
83</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">scalar
84</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">0.75
85</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="40%">height/width
86</TD></TR><TR>
87<TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%"><TT><STRONG>up</STRONG></TT>
88</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">vector
89</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">&#91;0 1 0&#93;
90</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="40%">up direction
91</TD></TR><TR>
92<TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%"><TT><STRONG>perspective</STRONG></TT>
93</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">flag
94</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">0
95</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="40%">0: orthographic projection
96<BR>
971: perspective projection
98</TD></TR><TR>
99
100<TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%"><TT><STRONG>angle</STRONG></TT>
101</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">scalar
102</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">30.0
103</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="40%">view angle (in degrees)
104(for perspective projection)
105</TD></TR><TR>
106<TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%"><TT><STRONG>background</STRONG></TT>
107</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">vector or string
108</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="20%">&quot;black&quot;
109</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="40%">image background color
110</TD></TR></TABLE>
111<P><STRONG>Outputs</STRONG>
112<BR>
113<TABLE BORDER>
114<TR>
115<TH ALIGN="LEFT" VALIGN="TOP" WIDTH="25%">Name
116</TH><TH ALIGN="LEFT" VALIGN="TOP" WIDTH="25%">Type
117</TH><TH ALIGN="LEFT" VALIGN="TOP" WIDTH="50%">Description
118</TH></TR><TR>
119<TD ALIGN="LEFT" VALIGN="TOP" WIDTH="25%"><TT><STRONG>camera</STRONG></TT>
120</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="25%">camera
121</TD><TD ALIGN="LEFT" VALIGN="TOP" WIDTH="50%">resulting camera
122</TD></TR></TABLE>
123<P><STRONG>Functional Details</STRONG>
124<P>
125This module differs from Camera in specifying a <I>direction</I>
126from which to view a specified object.
127(Camera specifies a "look-from" <I>point</I>.)
128
129It will automatically create an appropriate Camera for a given object for
130use with Display or Render.
131
132<TABLE CELLPADDING="3">
133<TR VALIGN="TOP"><TD><P><B><TT><STRONG>object</STRONG></TT>
134</B></TD><TD><P>is the object for which a camera is to be created.
135You can specify this parameter as a 3-dimensional position
136in space.
137In that case, <TT><STRONG>width</STRONG></TT> must also be explicitly
138specified (see below) as a numeric value, since the module
139has no means of estimating object size.
140</TD></TR><TR VALIGN="TOP"><TD><P><B><TT><STRONG>direction</STRONG></TT>
141</B></TD><TD><P>specifies the direction from the camera eye to the center of the
142object and can be any of the following strings:
143"front," "back," "left," "right," "top,"
144"bottom," and their corresponding "off" values
145("off-front," "off-back," etc., which are all
146slightly offset from the direct positions).
147Hyphens  and spaces are not required for the offset (i.e.,
148"offleft" and "off left" are both valid, and
149Data Explorer ignores capitalization.
150<P>
151The direction
152"front" means from the positive <I>z</I> direction;
153"back" means from the negative <I>z</I> direction;
154"left" means from the negative <I>x</I> direction,
155"top" means from the positive <I>y</I> direction,
156and so on.
157<P><B>Note: </B>This parameter controls only the direction of viewing; it does
158not
159allow you inside the object.
160For interior views, use the ClipPlane or ClipBox module, make the
161object translucent, or use the Camera module in perspective
162mode.
163<P>
164This parameter can also be specified as a vector to be added to the
165look-to point.
166You can use the Direction module for constructing look-from directions.
167But note that only the direction of the parameter is important;
168its magnitude does not affect the size of the object in
169the image.
170</TD></TR><TR VALIGN="TOP"><TD><P><B><TT><STRONG>width</STRONG></TT>
171</B></TD><TD><P>specifies the width of the image in the units of
172<TT><STRONG>object</STRONG></TT>.
173</TD></TR><TR VALIGN="TOP"><TD><P><B><TT><STRONG>resolution</STRONG></TT>
174</B></TD><TD><P>specifies the width of the image in pixels.
175</TD></TR><TR VALIGN="TOP"><TD><P><B><TT><STRONG>aspect</STRONG></TT>
176</B></TD><TD><P>specifies the height-to-width ratio of the image.
177</TD></TR><TR VALIGN="TOP"><TD><P><B><TT><STRONG>up</STRONG></TT>
178</B></TD><TD><P>specifies a vector that will be aligned with the vertical axis
179of the image.
180The default is &#91;0 1 0&#93;.
181</TD></TR><TR VALIGN="TOP"><TD><P><B><TT><STRONG>perspective</STRONG></TT>
182</B></TD><TD><P>specifies the method of projection used in rendering
183<TT><STRONG>object</STRONG></TT>.
184The choices are perspective (0) and orthographic (1).
185<TABLE CELLPADDING="3">
186<TR VALIGN="TOP"><TD><P>Perspective projection
187<A NAME="IDX374"></A>
188</TD><TD><P>This method produces a realistic rendering of objects, but does not
189preserve the exact shape and measurements of the object (e.g.,
190parallel lines usually do not project as being parallel).
191The camera is positioned at the vertex of the viewing angle (see
192<TT><STRONG>angle</STRONG></TT> below).
193The base of this angle is determined by the <TT><STRONG>width</STRONG></TT>
194parameter.
195Thus the actual camera position is determined by
196<TT><STRONG>width</STRONG></TT> and
197<TT><STRONG>angle</STRONG></TT> along the
198<TT><STRONG>direction</STRONG></TT>
199vector.
200</TD></TR><TR VALIGN="TOP"><TD><P>Orthographic projection
201<A NAME="IDX375"></A>
202</TD><TD><P>This method produces a somewhat artificial view of an object
203(the distance between the front and back of an object
204appears small compared to the distance between
205the object and the camera), but it preserves
206exact scale measurements and parallel lines.
207<P>
208The <TT><STRONG>angle</STRONG></TT> parameter has no effect on orthographic
209projection.
210The size of the object can be changed only by <TT><STRONG>width</STRONG></TT>
211(the default is a field of view slightly greater than the width of
212the object).
213</TD></TR></TABLE>
214For more information on these projection methods, consult a text on
215computer graphics.
216</TD></TR><TR VALIGN="TOP"><TD><P><B><TT><STRONG>angle</STRONG></TT>
217</B></TD><TD><P>specifies the viewing angle in degrees for perspective
218projection.
219</TD></TR><TR VALIGN="TOP"><TD><P><B><TT><STRONG>background</STRONG></TT>
220</B></TD><TD><P>specifies the color of the image background as either an RGB
221color or a color-name string.
222The string can be any of the defined color-name strings (see
223<A HREF="refgu033.htm#HDRCOLOR">Color</A>).
224</TD></TR></TABLE>
225<P><STRONG>Example Visual Programs</STRONG>
226<PRE>
227MovingCamera.net
228PlotLine.net
229PlotTwoLines.net
230UsingCompute.net
231UsingMorph.net
232</PRE>
233<P><STRONG>See Also</STRONG>
234<P>
235&nbsp;<A HREF="refgu021.htm#HDRCAMERA">Camera</A>,
236&nbsp;<A HREF="refgu033.htm#HDRCOLOR">Color</A>,
237&nbsp;<A HREF="refgu047.htm#HDRDIRECT">Direction</A>,
238&nbsp;<A HREF="refgu118.htm#HDRRENDER">Render</A>,
239
240&nbsp;<A HREF="refgu048.htm#HDRDISPLAY">Display</A>
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