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Merge pull request #475 from limzykenneth/main
Add p5.Camera reference
2 parents 30bd4ed + 49dcead commit ea0c250

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src/content/reference/en/p5.Camera/camera.mdx

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the "up"
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vector is <code>(0, 1, 0)</code>.</p>
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src/content/reference/en/p5.Camera/centerX.mdx

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"world" space, so
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<code>myCamera.centerX</code> is 0.</p>
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src/content/reference/en/p5.Camera/centerY.mdx

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"world" space, so
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<code>myCamera.centerY</code> is 0.</p>
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src/content/reference/en/p5.Camera/centerZ.mdx

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"world" space, so
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<code>myCamera.centerZ</code> is 0.</p>
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src/content/reference/en/p5.Camera/eyeX.mdx

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description: |
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<p>The camera’s y-coordinate.</p>
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<p>By default, the camera’s y-coordinate is set to 0 in "world" space.</p>
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src/content/reference/en/p5.Camera/eyeY.mdx

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description: |
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<p>The camera’s y-coordinate.</p>
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<p>By default, the camera’s y-coordinate is set to 0 in "world" space.</p>
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src/content/reference/en/p5.Camera/eyeZ.mdx

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description: |
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<p>The camera’s z-coordinate.</p>
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<p>By default, the camera’s z-coordinate is set to 800 in "world" space.</p>
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src/content/reference/en/p5.Camera/frustum.mdx

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the
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camera and the origin.</p>
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src/content/reference/en/p5.Camera/lookAt.mdx

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<code>myCamera.lookAt(10, 20, 30)</code> points the camera at the coordinates
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<code>(10, 20, 30)</code>.</p>
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src/content/reference/en/p5.Camera/move.mdx

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pixels to the right, 20 pixels down, and 30 pixels backward in its "local"
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space.</p>
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src/content/reference/en/p5.Camera/ortho.mdx

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<code>far</code> are set to
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0 and <code>max(width, height) + 800</code>, respectively.</p>
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src/content/reference/en/p5.Camera/pan.mdx

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<p>Note: Angles are interpreted based on the current
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<a href="/reference/p5/angleMode">angleMode()</a>.</p>
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src/content/reference/en/p5.Camera/perspective.mdx

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<code>10 * 800</code>,
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which is 10 times the default distance between the camera and the origin.</p>
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src/content/reference/en/p5.Camera/roll.mdx

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<p>Note: Angles are interpreted based on the current
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<a href="/reference/p5/angleMode">angleMode()</a>.</p>
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src/content/reference/en/p5.Camera/set.mdx

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<code>cam2.set(cam1)</code> will set <code>cam2</code> using
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<code>cam1</code>’s configuration.</p>
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src/content/reference/en/p5.Camera/setPosition.mdx

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places the camera at coordinates <code>(10, 20, 30)</code> in "world"
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space.</p>
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src/content/reference/en/p5.Camera/slerp.mdx

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close to <code>cam1</code>’s.</p>
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<p>Note: All of the cameras must use the same projection.</p>
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src/content/reference/en/p5.Camera/tilt.mdx

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<p>Note: Angles are interpreted based on the current
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<a href="/reference/p5/angleMode">angleMode()</a>.</p>
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src/content/reference/en/p5.Camera/upX.mdx

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<p>The x-component of the camera's "up" vector.</p>
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<p>The camera's "up" vector orients its y-axis. By default, the "up" vector is
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<code>(0, 1, 0)</code>, so its x-component is 0 in "local" space.</p>
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src/content/reference/en/p5.Camera/upY.mdx

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<p>The y-component of the camera's "up" vector.</p>
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<p>The camera's "up" vector orients its y-axis. By default, the "up" vector is
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<code>(0, 1, 0)</code>, so its y-component is 1 in "local" space.</p>
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src/content/reference/en/p5.Camera/upZ.mdx

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<p>The z-component of the camera's "up" vector.</p>
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<p>The camera's "up" vector orients its y-axis. By default, the "up" vector is
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<code>(0, 1, 0)</code>, so its z-component is 0 in "local" space.</p>
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