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207 lines
6.8 KiB
207 lines
6.8 KiB
2 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/Perspective_(graphical) perspective projection].<br /><br />
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This projection mode is designed to mimic the way the human eye sees. It is the most
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common projection mode used for rendering a 3D scene.
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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.PerspectiveCamera( 45, width / height, 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_animation_skinning_blending animation / skinning / blending ]<br />
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[example:webgl_animation_skinning_morph animation / skinning / morph ]<br />
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[example:webgl_effects_stereo effects / stereo ]<br />
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[example:webgl_interactive_cubes interactive / cubes ]<br />
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[example:webgl_loader_collada_skinning loader / collada / skinning ]
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</p>
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<h2>Constructor</h2>
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<h3>[name]( [param:Number fov], [param:Number aspect], [param:Number near], [param:Number far] )</h3>
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<p>
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fov — Camera frustum vertical field of view.<br />
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aspect — Camera frustum aspect ratio.<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:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
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</p>
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<h3>[property:Float aspect]</h3>
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<p>Camera frustum aspect ratio, usually the canvas width / canvas height. Default is `1` (square canvas).</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:Float filmGauge]</h3>
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<p>Film size used for the larger axis. Default is 35 (millimeters). This parameter does not influence the projection matrix unless .filmOffset is set to a nonzero value.</p>
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<h3>[property:Float filmOffset]</h3>
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<p>Horizontal off-center offset in the same unit as `.filmGauge`. Default is `0`.</p>
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<h3>[property:Float focus]</h3>
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<p>Object distance used for stereoscopy and depth-of-field effects.
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This parameter does not influence the projection matrix unless a [page:StereoCamera] is being used.
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Default is `10`.
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</p>
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<h3>[property:Float fov]</h3>
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<p>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is `50`.</p>
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<h3>[property:Boolean isPerspectiveCamera]</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 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 greater than 0 and less than the current value of the [page:.far far] plane.
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Note that, unlike for the [page:OrthographicCamera], `0` is <em>not</em> a valid value
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for a PerspectiveCamera's near plane.
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</p>
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<h3>[property:Object view]</h3>
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<p>
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Frustum window specification or null.
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This is set using the [page:PerspectiveCamera.setViewOffset .setViewOffset] method
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and cleared using [page:PerspectiveCamera.clearViewOffset .clearViewOffset].
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</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 clearViewOffset]()</h3>
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<p>Removes any offset set by the [page:PerspectiveCamera.setViewOffset .setViewOffset] method.</p>
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<h3>[method:Float getEffectiveFOV]()</h3>
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<p>Returns the current vertical field of view angle in degrees considering .zoom.</p>
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<h3>[method:Float getFilmHeight]()</h3>
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<p>
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Returns the height of the image on the film. If .aspect is less than or equal to one
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(portrait format), the result equals .filmGauge.
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</p>
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<h3>[method:Float getFilmWidth]()</h3>
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<p>
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Returns the width of the image on the film. If .aspect is greater than or equal to one
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(landscape format), the result equals .filmGauge.
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</p>
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<h3>[method:Float getFocalLength]()</h3>
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<p>Returns the focal length of the current .fov in respect to .filmGauge.</p>
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<h3>[method:undefined setFocalLength]( [param:Float focalLength] )</h3>
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<p>
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Sets the FOV by focal length in respect to the current [page:PerspectiveCamera.filmGauge .filmGauge].<br /><br />
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By default, the focal length is specified for a 35mm (full frame) camera.
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</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
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</p>
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<p>
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Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
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</p>
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<p>
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For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:<br />
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<pre>
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+---+---+---+
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| A | B | C |
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+---+---+---+
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| D | E | F |
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+---+---+---+
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</pre>
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then for each monitor you would call it like this:<br />
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<code>const w = 1920;
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const h = 1080;
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const fullWidth = w * 3;
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const fullHeight = h * 2;
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// A
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camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
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// B
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camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
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// C
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camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
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// D
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camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
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// E
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camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
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// F
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camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
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</code>
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Note there is no reason monitors have to be the same size or in a grid.
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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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