Is there a way to directly modify and set the camera’s projectionMatrix via its frustum? I see the ability to set the camera’s transform, but the only way I see of setting the frustum’s projection matrix is piecemeal, involving some math to set the near/far/fov/aspect ratio…etc.
Is there also a way to directly set the camera’s viewMatrix?
For example, what I would like to be able to do is something like:
Cesium.Matrix4.multiply(baseCameraViewMatrix, otherViewMatrix, camera.viewMatrix);
This would allow me to apply a view matrix (rotation and translation) on top of a base camera view matrix in order to apply rotation/translation local to the “baseCameraViewMatrix”