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72 changes: 15 additions & 57 deletions src/content/reference/ko/p5.Camera/camera.mdx
Original file line number Diff line number Diff line change
@@ -1,56 +1,14 @@
---
title: camera
module: 3D
submodule: Camera
submodule: 카메라
file: src/webgl/p5.Camera.js
description: >
<p>Sets the position and orientation of the camera.</p>

<p><code>myCamera.camera()</code> allows objects to be viewed from different
angles. It

has nine parameters that are all optional.</p>

<p>The first three parameters, <code>x</code>, <code>y</code>, and
<code>z</code>, are the coordinates of the

camera’s position in "world" space. For example, calling

<code>myCamera.camera(0, 0, 0)</code> places the camera at the origin
<code>(0, 0, 0)</code>. By

default, the camera is placed at <code>(0, 0, 800)</code>.</p>

<p>The next three parameters, <code>centerX</code>, <code>centerY</code>, and
<code>centerZ</code> are the

coordinates of the point where the camera faces in "world" space. For

example, calling <code>myCamera.camera(0, 0, 0, 10, 20, 30)</code> places the
camera

at the origin <code>(0, 0, 0)</code> and points it at <code>(10, 20,
30)</code>. By default, the

camera points at the origin <code>(0, 0, 0)</code>.</p>

<p>The last three parameters, <code>upX</code>, <code>upY</code>, and
<code>upZ</code> are the components of

the "up" vector in "local" space. The "up" vector orients the camera’s

y-axis. For example, calling

<code>myCamera.camera(0, 0, 0, 10, 20, 30, 0, -1, 0)</code> places the camera
at the

origin <code>(0, 0, 0)</code>, points it at <code>(10, 20, 30)</code>, and
sets the "up" vector

to <code>(0, -1, 0)</code> which is like holding it upside-down. By default,
the "up"

vector is <code>(0, 1, 0)</code>.</p>
<p>카메라의 위치 및 방향을 설정합니다.</p>
<p><code>myCamera.camera()</code>를 사용하면 다양한 각도에서 객체를 볼 수 있습니다. 9개 매개 변수가 있으며, 모두 선택 사항입니다.</p>
<p>처음 세 개의 매개 변수 <code>x</code>, <code>y</code>, <code>z</code>는 "세계(world)" 공간에서 카메라의 위치 좌표입니다. 예를 들어, <code>myCamera.camera(0, 0, 0)</code>를 호출하면 카메라가 원점 <code>(0, 0, 0)</code>에 놓입니다. 기본적으로 카메라는 <code>(0, 0, 800)</code>에 놓입니다.</p>
<p>다음 세 개의 매개 변수 <code>centerX</code>, <code>centerY</code>, <code>centerZ</code>는 카메라가 "세계" 공간에서 향하는 지점의 좌표입니다. 예를 들어, <code>myCamera.camera(0, 0, 0, 10, 20, 30)</code>를 호출하면 카메라가 원점 <code>(0, 0, 0)</code>에 놓인 채 <code>(10, 20, 30)</code>를 향해 있는 것입니다.</p>
<p>마지막 세 개의 매개 변수 <code>upX</code>, <code>upY</code>, <code>upZ</code>는 "지역" 공간에 있는 "상향" 벡터의 구성 요소입니다. "상향" 벡터는 카메라의 y축을 향합니다. 예를 들어, <code>myCamera.camera(0, 0, 0, 10, 20, 30, 0, -1, 0)</code>를 호출하면 카메라가 원점 <code>(0, 0, 0)</code>에 놓인 채 <code>(10, 20, 30)</code>를 향해 있고, "업" 벡터를 <code>(0, -1, 0)</code>로 설정하는, 다시 말해 거꾸로 있도록 합니다. 기본적으로 "상향" 벡터는 <code>(0, 1, 0)</code>입니다.</p>
line: 2695
isConstructor: false
itemtype: method
Expand Down Expand Up @@ -187,47 +145,47 @@ class: p5.Camera
params:
- name: x
description: |
<p>x-coordinate of the camera. Defaults to 0.</p>
<p>카메라의 x 좌표. 기본값 0</p>
type: Number
optional: true
- name: 'y'
description: |
<p>y-coordinate of the camera. Defaults to 0.</p>
<p>카메라의 y 좌표. 기본값 0</p>
type: Number
optional: true
- name: z
description: |
<p>z-coordinate of the camera. Defaults to 0.</p>
<p>카메라의 z 좌표. 기본값 800</p>
type: Number
optional: true
- name: centerX
description: |
<p>x-coordinate of the point the camera faces. Defaults to 0.</p>
<p>카메라가 향하는 지점의 x 좌표. 기본값 0</p>
type: Number
optional: true
- name: centerY
description: |
<p>y-coordinate of the point the camera faces. Defaults to 0.</p>
<p>카메라가 향하는 지점의 y 좌표. 기본값 0</p>
type: Number
optional: true
- name: centerZ
description: |
<p>z-coordinate of the point the camera faces. Defaults to 0.</p>
<p>카메라가 향하는 지점의 z 좌표. 기본값 0</p>
type: Number
optional: true
- name: upX
description: |
<p>x-component of the camera’s "up" vector. Defaults to 0.</p>
<p>카메라의 "상향" 벡터의 x 성분. 기본값 0</p>
type: Number
optional: true
- name: upY
description: |
<p>x-component of the camera’s "up" vector. Defaults to 1.</p>
<p>카메라의 "상향" 벡터의 y 성분. 기본값 0</p>
type: Number
optional: true
- name: upZ
description: |
<p>z-component of the camera’s "up" vector. Defaults to 0.</p>
<p>카메라의 "상향" 벡터의 z 성분. 기본값 0</p>
type: Number
optional: true
chainable: false
Expand Down
10 changes: 3 additions & 7 deletions src/content/reference/ko/p5.Camera/centerX.mdx
Original file line number Diff line number Diff line change
@@ -1,15 +1,11 @@
---
title: centerX
module: 3D
submodule: Camera
submodule: 카메라
file: src/webgl/p5.Camera.js
description: >
<p>The x-coordinate of the place where the camera looks.</p>

<p>By default, the camera looks at the origin <code>(0, 0, 0)</code> in
"world" space, so

<code>myCamera.centerX</code> is 0.</p>
<p>카메라가 향한 곳의 x 좌표.</p>
<p>기본적으로, 카메라가 바라보는 곳은 "세계(world)" 공간에서 원점 <code>(0, 0, 0)</code>이므로, <code>myCamera.centerX</code>은 0입니다.</p>
line: 1186
isConstructor: false
itemtype: property
Expand Down
10 changes: 3 additions & 7 deletions src/content/reference/ko/p5.Camera/centerY.mdx
Original file line number Diff line number Diff line change
@@ -1,15 +1,11 @@
---
title: centerY
module: 3D
submodule: Camera
submodule: 카메라
file: src/webgl/p5.Camera.js
description: >
<p>The y-coordinate of the place where the camera looks.</p>

<p>By default, the camera looks at the origin <code>(0, 0, 0)</code> in
"world" space, so

<code>myCamera.centerY</code> is 0.</p>
<p>카메라가 향한 곳의 y 좌표.</p>
<p>기본적으로, 카메라가 바라보는 곳은 "세계(world)" 공간에서 원점 <code>(0, 0, 0)</code>이므로, <code>myCamera.centerY</code>은 0입니다.</p>
line: 1299
isConstructor: false
itemtype: property
Expand Down
10 changes: 3 additions & 7 deletions src/content/reference/ko/p5.Camera/centerZ.mdx
Original file line number Diff line number Diff line change
@@ -1,15 +1,11 @@
---
title: centerZ
module: 3D
submodule: Camera
submodule: 카메라
file: src/webgl/p5.Camera.js
description: >
<p>The y-coordinate of the place where the camera looks.</p>

<p>By default, the camera looks at the origin <code>(0, 0, 0)</code> in
"world" space, so

<code>myCamera.centerZ</code> is 0.</p>
<p>카메라가 향한 곳의 z 좌표.</p>
<p>기본적으로, 카메라가 바라보는 곳은 "세계(world)" 공간에서 원점 <code>(0, 0, 0)</code>이므로, <code>myCamera.centerZ</code>은 0입니다.</p>
line: 1412
isConstructor: false
itemtype: property
Expand Down
6 changes: 3 additions & 3 deletions src/content/reference/ko/p5.Camera/eyeX.mdx
Original file line number Diff line number Diff line change
@@ -1,11 +1,11 @@
---
title: eyeX
module: 3D
submodule: Camera
submodule: 카메라
file: src/webgl/p5.Camera.js
description: |
<p>The camera’s y-coordinate.</p>
<p>By default, the camera’s y-coordinate is set to 0 in "world" space.</p>
<p>카메라의 x 좌표.</p>
<p>기본적으로, 카메라의 x 좌표는 "세계(world)" 공간에서 0으로 설정되어 있습니다.</p>
line: 850
isConstructor: false
itemtype: property
Expand Down
6 changes: 3 additions & 3 deletions src/content/reference/ko/p5.Camera/eyeY.mdx
Original file line number Diff line number Diff line change
@@ -1,11 +1,11 @@
---
title: eyeY
module: 3D
submodule: Camera
submodule: 카메라
file: src/webgl/p5.Camera.js
description: |
<p>The camera’s y-coordinate.</p>
<p>By default, the camera’s y-coordinate is set to 0 in "world" space.</p>
<p>카메라의 y 좌표.</p>
<p>기본적으로, 카메라의 y 좌표는 "세계(world)" 공간에서 0으로 설정되어 있습니다.</p>
line: 962
isConstructor: false
itemtype: property
Expand Down
6 changes: 3 additions & 3 deletions src/content/reference/ko/p5.Camera/eyeZ.mdx
Original file line number Diff line number Diff line change
@@ -1,11 +1,11 @@
---
title: eyeZ
module: 3D
submodule: Camera
submodule: 카메라
file: src/webgl/p5.Camera.js
description: |
<p>The camera’s z-coordinate.</p>
<p>By default, the camera’s z-coordinate is set to 800 in "world" space.</p>
<p>카메라의 z 좌표.</p>
<p>기본적으로, 카메라의 z 좌표는 "세계(world)" 공간에서 800으로 설정되어 있습니다.</p>
line: 1074
isConstructor: false
itemtype: property
Expand Down
107 changes: 13 additions & 94 deletions src/content/reference/ko/p5.Camera/perspective.mdx
Original file line number Diff line number Diff line change
@@ -1,94 +1,17 @@
---
title: perspective
module: 3D
submodule: Camera
submodule: 카메라
file: src/webgl/p5.Camera.js
description: >
<p>Sets a perspective projection for the camera.</p>

<p>In a perspective projection, shapes that are further from the camera appear

smaller than shapes that are near the camera. This technique, called

foreshortening, creates realistic 3D scenes. It’s applied by default in new

<code>p5.Camera</code> objects.</p>

<p><code>myCamera.perspective()</code> changes the camera’s perspective by
changing its

viewing frustum. The frustum is the volume of space that’s visible to the

camera. The frustum’s shape is a pyramid with its top cut off. The camera

is placed where the top of the pyramid should be and points towards the

base of the pyramid. It views everything within the frustum.</p>

<p>The first parameter, <code>fovy</code>, is the camera’s vertical field of
view. It’s

an angle that describes how tall or narrow a view the camera has. For

example, calling <code>myCamera.perspective(0.5)</code> sets the camera’s
vertical

field of view to 0.5 radians. By default, <code>fovy</code> is calculated
based on the

sketch’s height and the camera’s default z-coordinate, which is 800. The

formula for the default <code>fovy</code> is <code>2 * atan(height / 2 /
800)</code>.</p>

<p>The second parameter, <code>aspect</code>, is the camera’s aspect ratio.
It’s a number

that describes the ratio of the top plane’s width to its height. For

example, calling <code>myCamera.perspective(0.5, 1.5)</code> sets the camera’s
field

of view to 0.5 radians and aspect ratio to 1.5, which would make shapes

appear thinner on a square canvas. By default, <code>aspect</code> is set to

<code>width / height</code>.</p>

<p>The third parameter, <code>near</code>, is the distance from the camera to
the near

plane. For example, calling <code>myCamera.perspective(0.5, 1.5, 100)</code>
sets the

camera’s field of view to 0.5 radians, its aspect ratio to 1.5, and places

the near plane 100 pixels from the camera. Any shapes drawn less than 100

pixels from the camera won’t be visible. By default, <code>near</code> is set
to

<code>0.1 * 800</code>, which is 1/10th the default distance between the
camera and

the origin.</p>

<p>The fourth parameter, <code>far</code>, is the distance from the camera to
the far

plane. For example, calling <code>myCamera.perspective(0.5, 1.5, 100,
10000)</code>

sets the camera’s field of view to 0.5 radians, its aspect ratio to 1.5,

places the near plane 100 pixels from the camera, and places the far plane

10,000 pixels from the camera. Any shapes drawn more than 10,000 pixels

from the camera won’t be visible. By default, <code>far</code> is set to
<code>10 * 800</code>,

which is 10 times the default distance between the camera and the origin.</p>
<p>카메라의 원근 투영을 설정합니다.</p>
<p>원근 투영에서, 카메라로부터 멀리 떨어진 도형은 카메라 근처에 있는 도형보다 더 작게 나타납니다. 단축법(foreshortening)이라고 불리는 이 기술은 사실적인 3D 장면을 만들며, 새로운 <code>p5.Camera</code> 객체에서 기본적으로 사용됩니다.</p>

<p><code>myCamera.perspective()</code>는 뷰 절두체(viewing frustum)를 변경함으로써 카메라의 원근법을 변경합니다. 절두체는 카메라가 볼 수 있는 공간의 크기입니다. 이것의 모양은 꼭대기가 잘린 피라미드입니다. 카메라는 피라미드의 꼭대기가 있어야 하는 곳에 위치하고 피라미드의 바닥을 향합니다. 그것은 절두체 내의 모든 것을 담습니다.</p>
<p>첫번째 매개 변수인 <code>fovy</code>는 카메라의 수직 시야입니다. 카메라의 시야가 얼마나 높거나 좁은지를 설명하는 각도입니다. 예를 들어, <code>myCamera.perspective(0.5)</code>를 호출하면 카메라의 수직 시야가 0.5 라디안으로 설정됩니다. 기본적으로 <code>fovy</code>는 스케치의 높이와 카메라의 기본 z 좌표값인 800을 기반으로 계산됩니다. <code>fovy</code>의 기본값을 계산하는 공식은 <code>2 * atan(height / 2 / 800)</code>입니다.</p>
<p>두번째 매개 변수인 <code>aspect</code>는 카메라의 종횡비입니다. 이것은 맨 위 평면의 가로와 세로의 비율을 설명하는 숫자입니다. 예를 들어, <code>myCamera.perspective(0.5, 1.5)</code>를 호출하면 카메라의 시야를 0.5 라디안으로 설정하고 종횡비를 1.5로 설정하여 정사각형 캔버스에서 도형을 더 얇아 보이게 합니다. 기본적으로, <code>aspect</code>는 <code>width / height</code>로 설정됩니다.</p>
<p>세번째 매개 변수인 <code>near</code>는 카메라에서 가까운 평면까지의 거리입니다. 예를 들어, <code>myCamera.perspective(0.5, 1.5, 100)</code>를 호출하면 카메라의 시야를 0.5 라디안으로 설정하고, 종횡비를 1.5로 설정하고, 카메라에서 가까운 평면을 100 픽셀로 배치합니다. 카메라에서 100 픽셀 미만으로 그려진 어떤 모양도 볼 수 없습니다. 기본적으로 <code>near</code>는 카메라와 원점 사이의 기본 거리의 1/10인 <code>0.1 * 800</code>로 설정됩니다.</p>
<p>네번째 매개 변수인 <code>far</code>는 카메라에서 먼 평면까지의 거리입니다. 예를 들어, <code>myCamera.perspective(0.5, 1.5, 100, 10000)</code>를 호출하면 카메라의 시야를 0.5 라디안으로 설정하고 , 종횡비를 1.5로 설정하고, 카메라에서 가까운 평면을 100 픽셀로 배치하고, 카메라에서 먼 평면을 10,000 픽셀로 배치합니다. 카메라에서 10,000 픽셀 이상 그려진 어떤 모양도 볼 수 없습니다. 기본적으로 <code>far</code>는 카메라와 원점 사이의 기본 거리의 10배인 <code>10 * 800</code>로 설정됩니다.</p>
line: 1862
isConstructor: false
itemtype: method
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params:
- name: fovy
description: |
<p>camera frustum vertical field of view. Defaults to
<code>2 * atan(height / 2 / 800)</code>.</p>
<p>카메라 절두체 수직 시야. 기본값 <code>2 * atan(height / 2 / 800)</code></p>
type: Number
optional: true
- name: aspect
description: |
<p>camera frustum aspect ratio. Defaults to
<code>width / height</code>.</p>
<p>카메라 절두체 종횡비. 기본값 <code>width / height</code></p>
type: Number
optional: true
- name: near
description: |
<p>distance from the camera to the near clipping plane.
Defaults to <code>0.1 * 800</code>.</p>
<p>카메라에서 가까운, 잘린(clipping) 평면까지의 거리. 기본값 <code>0.1 * 800</code></p>
type: Number
optional: true
- name: far
description: |
<p>distance from the camera to the far clipping plane.
Defaults to <code>10 * 800</code>.</p>
<p>카메라에서 먼, 잘린 평면까지의 거리. 기본값 <code>10 * 800</code></p>
type: Number
optional: true
chainable: false
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7 changes: 3 additions & 4 deletions src/content/reference/ko/p5.Camera/upX.mdx
Original file line number Diff line number Diff line change
@@ -1,12 +1,11 @@
---
title: upX
module: 3D
submodule: Camera
submodule: 카메라
file: src/webgl/p5.Camera.js
description: |
<p>The x-component of the camera's "up" vector.</p>
<p>The camera's "up" vector orients its y-axis. By default, the "up" vector is
<code>(0, 1, 0)</code>, so its x-component is 0 in "local" space.</p>
<p>카메라의 "상향" 벡터의 x 성분.</p>
<p>카메라의 "상향" 벡터는 y축을 향합니다. 기본적으로 "상향" 벡터는 <code>(0, 1, 0)</code>이므로, "지역(local)" 공간에서 x 성분은 0입니다./p>
line: 1525
isConstructor: false
itemtype: property
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7 changes: 3 additions & 4 deletions src/content/reference/ko/p5.Camera/upY.mdx
Original file line number Diff line number Diff line change
@@ -1,12 +1,11 @@
---
title: upY
module: 3D
submodule: Camera
submodule: 카메라
file: src/webgl/p5.Camera.js
description: |
<p>The y-component of the camera's "up" vector.</p>
<p>The camera's "up" vector orients its y-axis. By default, the "up" vector is
<code>(0, 1, 0)</code>, so its y-component is 1 in "local" space.</p>
<p>카메라의 "상향" 벡터의 y 성분.</p>
<p>카메라의 "상향" 벡터는 y축을 향합니다. 기본적으로 "상향" 벡터는 <code>(0, 1, 0)</code>이므로, "지역(local)" 공간에서 y 성분은 1입니다./p>
line: 1636
isConstructor: false
itemtype: property
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