123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231 |
- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- [page:Object3D] → [page:Camera] →
- <h1>[name]</h1>
- <p class="desc">
- Camera that uses
- [link:https://en.wikipedia.org/wiki/Perspective_(graphical) perspective projection].<br /><br />
- This projection mode is designed to mimic the way the human eye sees. It
- is the most common projection mode used for rendering a 3D scene.
- </p>
- <h2>Code Example</h2>
- <code>
- const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
- scene.add( camera );
- </code>
- <h2>Examples</h2>
- <p>
- [example:webgl_animation_skinning_blending animation / skinning / blending]<br />
- [example:webgl_animation_skinning_morph animation / skinning / morph ]<br />
- [example:webgl_effects_stereo effects / stereo ]<br />
- [example:webgl_interactive_cubes interactive / cubes ]<br />
- [example:webgl_loader_collada_skinning loader / collada / skinning ]
- </p>
- <h2>Constructor</h2>
- <h3>[name]( [param:Number fov], [param:Number aspect], [param:Number near], [param:Number far] )</h3>
- <p>
- fov — Camera frustum vertical field of view.<br />
- aspect — Camera frustum aspect ratio.<br />
- near — Camera frustum near plane.<br />
- far — Camera frustum far plane.<br /><br />
- Together these define the camera's
- [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
- </p>
- <h2>Properties</h2>
- <p>
- See the base [page:Camera] class for common properties.<br />
- Note that after making changes to most of these properties you will have
- to call [page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
- </p>
- <h3>[property:Float aspect]</h3>
- <p>
- Camera frustum aspect ratio, usually the canvas width / canvas height.
- Default is `1` (square canvas).
- </p>
- <h3>[property:Float far]</h3>
- <p>
- Camera frustum far plane. Default is `2000`.<br /><br />
- Must be greater than the current value of [page:.near near] plane.
- </p>
- <h3>[property:Float filmGauge]</h3>
- <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>
- <h3>[property:Float filmOffset]</h3>
- <p>
- Horizontal off-center offset in the same unit as `.filmGauge`. Default is
- `0`.
- </p>
- <h3>[property:Float focus]</h3>
- <p>
- Object distance used for stereoscopy and depth-of-field effects. This
- parameter does not influence the projection matrix unless a
- [page:StereoCamera] is being used. Default is `10`.
- </p>
- <h3>[property:Float fov]</h3>
- <p>
- Camera frustum vertical field of view, from bottom to top of view, in
- degrees. Default is `50`.
- </p>
- <h3>[property:Boolean isPerspectiveCamera]</h3>
- <p>Read-only flag to check if a given object is of type [name].</p>
- <h3>[property:Float near]</h3>
- <p>
- Camera frustum near plane. Default is `0.1`.<br /><br />
- The valid range is greater than `0` and less than the current value of the
- [page:.far far] plane. Note that, unlike for the
- [page:OrthographicCamera], `0` is <em>not</em> a valid value for a
- PerspectiveCamera's near plane.
- </p>
- <h3>[property:Object view]</h3>
- <p>
- Frustum window specification or null. This is set using the
- [page:PerspectiveCamera.setViewOffset .setViewOffset] method and cleared
- using [page:PerspectiveCamera.clearViewOffset .clearViewOffset].
- </p>
- <h3>[property:number zoom]</h3>
- <p>Gets or sets the zoom factor of the camera. Default is `1`.</p>
- <h2>Methods</h2>
- <p>See the base [page:Camera] class for common methods.</p>
- <h3>[method:undefined clearViewOffset]()</h3>
- <p>Removes any offset set by the [page:PerspectiveCamera.setViewOffset .setViewOffset] method.</p>
- <h3>[method:Float getEffectiveFOV]()</h3>
- <p>Returns the current vertical field of view angle in degrees considering .zoom.</p>
- <h3>[method:Float getFilmHeight]()</h3>
- <p>
- Returns the height of the image on the film. If .aspect is less than or
- equal to one (portrait format), the result equals .filmGauge.
- </p>
- <h3>[method:Float getFilmWidth]()</h3>
- <p>
- Returns the width of the image on the film. If .aspect is greater than or
- equal to one (landscape format), the result equals .filmGauge.
- </p>
- <h3>[method:Float getFocalLength]()</h3>
- <p>
- Returns the focal length of the current .fov in respect to .filmGauge.
- </p>
- <h3>[method:undefined setFocalLength]( [param:Float focalLength] )</h3>
- <p>
- Sets the FOV by focal length in respect to the current
- [page:PerspectiveCamera.filmGauge .filmGauge].<br /><br />
- By default, the focal length is specified for a 35mm (full frame) camera.
- </p>
- <h3>[method:undefined getViewBounds]( [param:Float distance], [param:Vector2 minTarget], [param:Vector2 maxTarget] )
- </h3>
- <p>
- Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
- Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.
- </p>
- <h3>[method:Vector2 getViewSize]( [param:Float distance], [param:Vector2 target] )</h3>
- <p>
- Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
- Copies the result into the target Vector2, where x is width and y is height.
- </p>
- <h3>[method:undefined setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
- <p>
- fullWidth — full width of multiview setup<br />
- fullHeight — full height of multiview setup<br />
- x — horizontal offset of subcamera<br />
- y — vertical offset of subcamera<br />
- width — width of subcamera<br />
- height — height of subcamera
- </p>
- <p>
- Sets an offset in a larger frustum. This is useful for multi-window or
- multi-monitor/multi-machine setups.
- </p>
- <p>
- For example, if you have 3x2 monitors and each monitor is 1920x1080 and
- the monitors are in grid like this:<br />
- </p>
- <pre>
- +---+---+---+
- | A | B | C |
- +---+---+---+
- | D | E | F |
- +---+---+---+
- </pre>
- then for each monitor you would call it like this:<br />
- <code>const w = 1920;
- const h = 1080;
- const fullWidth = w * 3;
- const fullHeight = h * 2;
- // A
- camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
- // B
- camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
- // C
- camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
- // D
- camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
- // E
- camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
- // F
- camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
- </code>
-
- <p>Note there is no reason monitors have to be the same size or in a grid.</p>
- <h3>[method:undefined updateProjectionMatrix]()</h3>
- <p>
- Updates the camera projection matrix. Must be called after any change of
- parameters.
- </p>
- <h3>[method:Object toJSON]([param:Object meta])</h3>
- <p>
- meta -- object containing metadata such as textures or images in objects'
- descendants.<br />
- Convert the camera to three.js
- [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
- </p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
|