Constructor
Camera with perspective projection
Part of scene graph
Inherits from Object3D() Camera()
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Attributes
Camera frustum vertical field of view
Camera frustum aspect ratio
Camera frustum near plane
Camera frustum far plane
Multi-view attributes
Methods
Updates camera’s projection matrix. Must be called after change of parameters.
Uses focal length (in mm) to estimate and set FOV 35mm (fullframe) camera is used if frame size is not specified.
Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
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Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:
A | B | C |
D | E | F |
then for each monitor you would call it like this:
var w = 1920;
var h = 1080;
var fullWidth = w * 3;
var fullHeight = h * 2;
// --A--
camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
//--B--
camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
//--C--
camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
//--D--
camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
//--E--
camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
//--F--
camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
Note there is no reason monitors have to be the same size or in a grid.
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Example
var camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
scene.add( camera );