Scene3D
Turns points in space into points on the canvas.
This is the whole of the depth effect. A perspective projection divides a point's position by how far away it is, so distant things land closer to the middle of the screen and closer things spread towards the edges. Move the camera forward every frame and the geometry appears to rush past. That is all a flight down a tunnel ever was.
The maths comes from Kite3D's Camera, which builds the view and projection matrices and projects without allocating, so this can run for every vertex of every frame.
Points behind the camera cannot be projected meaningfully: dividing by a negative depth turns the picture inside out. project answers false for those, and for anything past the far plane. Drawings here also wrap their geometry before it reaches the eye, so the case is rare.
Properties
Functions
Points the camera. roll banks it around its own forward axis, in radians, which is the cheapest way to make a flight feel like flying rather than like sliding.