Set up viewpoint
Set the viewpoint orientation.
view3d( theta = 0, phi = 15, ...) rgl.viewpoint( theta = 0, phi = 15, fov = 60, zoom = 1, scale = par3d("scale"), interactive = TRUE, userMatrix, type = c("userviewpoint", "modelviewpoint") )
theta, phi |
polar coordinates |
... |
additional parameters to pass to |
fov |
field-of-view angle in degrees |
zoom |
zoom factor |
scale |
real length 3 vector specifying the rescaling to apply to each axis |
interactive |
logical, specifying if interactive navigation is allowed |
userMatrix |
4x4 matrix specifying user point of view |
type |
which viewpoint to set? |
The data model can be rotated using the polar coordinates theta
and phi
. Alternatively, it can be set in a completely general way using the 4x4 matrix
userMatrix
. If userMatrix
is specified, theta
and phi
are ignored.
The pointing device of your graphics user-interface can also be used to set the viewpoint interactively. With the pointing device the buttons are by default set as follows:
adjust viewpoint position
adjust field of view angle
adjust zoom factor
The user's view can be set with fov
and zoom
.
If the fov
angle is set to 0, a parallel or orthogonal
projection is used. Small non-zero values (e.g. 0.01 or less, but not
0.0) are likely to lead to rendering errors due to OpenGL limitations.
Prior to version 0.94, all of these characteristics were stored in
one viewpoint object. With that release the characteristics are split
into those that affect the projection (the user viewpoint) and those that
affect the model (the model viewpoint). By default, this function
sets both, but the type
argument can be used to limit the effect.
## Not run: # animated round trip tour for 10 seconds rgl.open() shade3d(oh3d(), color = "red") start <- proc.time()[3] while ((i <- 36*(proc.time()[3] - start)) < 360) { rgl.viewpoint(i, i/4); } ## End(Not run)
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