Camera.setWorldPosition¶
Summary¶
Camera.setWorldPosition moves a camera to a requested world-space position. For a parented camera, it converts the position into the parent's local space before updating the transform.
Syntax¶
Parameters¶
| Name | Type | Required | Description |
|---|---|---|---|
x |
number |
Yes | World-space X coordinate. |
y |
number |
Yes | World-space Y coordinate. |
z |
number |
Yes | World-space Z coordinate. |
Returns¶
this - The same camera instance for fluent chaining.
Type Details¶
For an unparented camera, the values are assigned directly as its local position. For a parented camera, WasmGPU inverts the parent's affine world transform and stores the corresponding local position. If that transform is singular, non-finite, or produces non-finite coordinates, the camera remains unchanged.
Example¶
const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);
const camera = wgpu.createCamera.perspective();
camera.setWorldPosition(4, 3, 6).lookAt([0, 0, 0]);
console.log(camera.position); // approximately [4, 3, 6]
Notes¶
If a parent transform has a singular or non-finite world matrix, the camera is left unchanged. The method returns the camera for chaining.