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					146 lines
				
				4.8 KiB
			
		
		
			
		
	
	
					146 lines
				
				4.8 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<meta charset="utf-8" />
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										<base href="../../../" />
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										<script src="page.js"></script>
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										<link type="text/css" rel="stylesheet" href="page.css" />
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									</head>
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									<body>
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										[page:Object3D] → [page:Camera] →
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										<h1>[name]</h1>
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										<p class="desc">
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											Camera that uses [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection].<br /><br />
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											In this projection mode, an object's size in the rendered image stays constant
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											regardless of its distance from the camera.<br /><br />
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											This can be useful for rendering 2D scenes and UI elements, amongst other things.
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										</p>
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										<h2>Code Example</h2>
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										<code>
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										const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
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										scene.add( camera );
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										</code>
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										<h2>Examples</h2>
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										<p>
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											[example:webgl_camera camera ]<br />
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											[example:webgl_interactive_cubes_ortho interactive / cubes / ortho ]<br />
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											[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
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											[example:webgl_postprocessing_advanced postprocessing / advanced ]<br />
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											[example:webgl_postprocessing_dof2 postprocessing / dof2 ]<br />
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											[example:webgl_postprocessing_godrays postprocessing / godrays ]<br />
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											[example:webgl_rtt rtt ]<br />
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											[example:webgl_shaders_tonemapping shaders / tonemapping ]<br />
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											[example:webgl_shadowmap shadowmap ]
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										</p>
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										<h2>Constructor</h2>
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										<h3>[name]( [param:Number left], [param:Number right], [param:Number top], [param:Number bottom], [param:Number near], [param:Number far] )</h3>
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										<p>
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										left — Camera frustum left plane.<br />
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										right — Camera frustum right plane.<br />
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										top — Camera frustum top plane.<br />
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										bottom — Camera frustum bottom plane.<br />
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										near — Camera frustum near plane.<br />
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										far — Camera frustum far plane.<br /><br />
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										Together these define the camera's [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
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										</p>
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										<h2>Properties</h2>
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										<p>
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											See the base [page:Camera] class for common properties.<br>
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								 			Note that after making changes to most of these properties you will have to call
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								 			[page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
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										</p>
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										<h3>[property:Float bottom]</h3>
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										<p>Camera frustum bottom plane.</p>
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										<h3>[property:Float far]</h3>
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										<p>
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										Camera frustum far plane. Default is `2000`.<br /><br />
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										Must be greater than the current value of [page:.near near] plane.
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										</p>
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										<h3>[property:Boolean isOrthographicCamera]</h3>
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										<p>
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											Read-only flag to check if a given object is of type [name].
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										</p>
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										<h3>[property:Float left]</h3>
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										<p>Camera frustum left plane.</p>
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										<h3>[property:Float near]</h3>
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										<p>
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											Camera frustum near plane. Default is `0.1`.<br /><br />
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											The valid range is between `0` and the current value of the [page:.far far] plane.
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											Note that, unlike for the [page:PerspectiveCamera], `0` is a valid value for an
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											OrthographicCamera's near plane.
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										</p>
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										<h3>[property:Float right]</h3>
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										<p>Camera frustum right plane.</p>
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										<h3>[property:Float top]</h3>
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										<p>Camera frustum top plane.</p>
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										<h3>[property:Object view]</h3>
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										<p>Set by [page:OrthographicCamera.setViewOffset setViewOffset]. Default is `null`.</p>
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										<h3>[property:number zoom]</h3>
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										<p>Gets or sets the zoom factor of the camera. Default is `1`.</p>
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										<h2>Methods</h2>
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										<p>See the base [page:Camera] class for common methods.</p>
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										<h3>[method:undefined setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
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										<p>
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										fullWidth — full width of multiview setup<br />
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										fullHeight — full height of multiview setup<br />
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										x — horizontal offset of subcamera<br />
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										y — vertical offset of subcamera<br />
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										width — width of subcamera<br />
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										height — height of subcamera<br /><br />
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											Sets an offset in a larger [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
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											This is useful for multi-window or multi-monitor/multi-machine setups.
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											For an example on how to use it see [page:PerspectiveCamera.setViewOffset PerspectiveCamera].
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										</p>
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										<h3>[method:undefined clearViewOffset]()</h3>
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										<p>
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										Removes any offset set by the .setViewOffset method.
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										</p>
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										<h3>[method:undefined updateProjectionMatrix]()</h3>
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										<p>
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										Updates the camera projection matrix. Must be called after any change of parameters.
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										</p>
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										<h3>[method:Object toJSON]([param:Object meta])</h3>
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										<p>
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										meta -- object containing metadata such as textures or images in objects' descendants.<br />
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										Convert the camera to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
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										</p>
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										<h2>Source</h2>
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										<p>
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											[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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										</p>
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									</body>
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								</html>
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