Cameras and Coordinate Systems
In the real world, what you see depends on where you stand, the direction you look, how you tilt your head, and so on. In WPF, you place a virtual Camera
into your 3D scene to control what will appear in the Viewport3D
. This is done by positioning and orienting the Camera
in the world coordinate system (sometimes called world space for short). Figure 8.3 shows the 2D and 3D coordinate systems that WPF uses.
Besides the extra z-axis, a couple additional differences exist between the 2D and 3D coordinate systems.
In 3D, the y-axis typically points up instead of down. ...
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