PerspectiveCamera.html 6.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../../" />
  6. <script src="list.js"></script>
  7. <script src="page.js"></script>
  8. <link type="text/css" rel="stylesheet" href="page.css" />
  9. </head>
  10. <body>
  11. [page:Object3D] &rarr; [page:Camera] &rarr;
  12. <h1>[name]</h1>
  13. <p class="desc">
  14. Camera that uses [link:https://en.wikipedia.org/wiki/Perspective_(graphical) perspective projection].<br /><br />
  15. This projection mode is designed to mimic the way the human eye sees. It is the most
  16. common projection mode used for rendering a 3D scene.
  17. </p>
  18. <h2>Example</h2>
  19. <p>[example:canvas_geometry_birds geometry / birds ]</p>
  20. <p>[example:canvas_geometry_cube geometry / cube ]</p>
  21. <p>[example:webgl_animation_skinning_blending animation / skinning / blending ]</p>
  22. <p>[example:webgl_animation_skinning_morph animation / skinning / blending ]</p>
  23. <p>[example:webgl_effects_stereo effects / stereo ]</p>
  24. <p>[example:webgl_interactive_cubes interactive / cubes ]</p>
  25. <p>[example:webgl_loader_collada_skinning loader / collada / skinning ]</p>
  26. <code>var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  27. scene.add( camera );</code>
  28. <h2>Constructor</h2>
  29. <h3>[name]( [param:Number fov], [param:Number aspect], [param:Number near], [param:Number far] )</h3>
  30. <p>
  31. fov — Camera frustum vertical field of view.<br />
  32. aspect — Camera frustum aspect ratio.<br />
  33. near — Camera frustum near plane.<br />
  34. far — Camera frustum far plane.<br /><br />
  35. Together these define the camera's [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
  36. </p>
  37. <h2>Properties</h2>
  38. <p>
  39. See the base [page:Camera] class for common properties.<br>
  40. Note that after making changes to most of these properties you will have to call
  41. [page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
  42. </p>
  43. <h3>[property:Float aspect]</h3>
  44. <p>Camera frustum aspect ratio, usually the canvas width / canvas height. Default is *1* (square canvas).</p>
  45. <h3>[property:Float far]</h3>
  46. <p>
  47. Camera frustum far plane. Default is *2000*.<br /><br />
  48. The valid range is between the current value of the [page:.near near] plane and infinity.
  49. </p>
  50. <h3>[property:Float filmGauge]</h3>
  51. <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>
  52. <h3>[property:Float filmOffset]</h3>
  53. <p>Horizontal off-center offset in the same unit as .filmGauge. Default is *0*.</p>
  54. <h3>[property:Float focus]</h3>
  55. <p>Object distance used for stereoscopy and depth-of-field effects.
  56. This parameter does not influence the projection matrix unless a [page:StereoCamera] is being used.
  57. Default is *10*.
  58. </p>
  59. <h3>[property:Float fov]</h3>
  60. <p>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is *50*.</p>
  61. <h3>[property:Boolean isPerspectiveCamera]</h3>
  62. <p>
  63. Used to test whether this or derived classes are PerspectiveCameras. Default is *true*.<br /><br />
  64. This should not be changed as it is used internally by the renderer for optimisation.
  65. </p>
  66. <h3>[property:Float near]</h3>
  67. <p>
  68. Camera frustum near plane. Default is *0.1*.<br /><br />
  69. The valid range is greater than 0 and less than the current value of the [page:.far far] plane.
  70. Note that, unlike for the [page:OrthographicCamera], *0* is <em>not</em> a valid value
  71. for a PerspectiveCamera's near plane.
  72. </p>
  73. <h3>[property:Object view]</h3>
  74. <p>
  75. Frustum window specification or null.
  76. This is set using the [page:PerspectiveCamera.setViewOffset .setViewOffset] method
  77. and cleared using [page:PerspectiveCamera.clearViewOffset .clearViewOffset].
  78. </p>
  79. <h3>[property:number zoom]</h3>
  80. <p>Gets or sets the zoom factor of the camera. Default is *1*.</p>
  81. <h2>Methods</h2>
  82. <p>See the base [page:Camera] class for common methods.</p>
  83. <h3>[method:null clearViewOffset]()</h3>
  84. <p>Removes any offset set by the [page:PerspectiveCamera.setViewOffset .setViewOffset] method.</p>
  85. <h3>[method:Float getEffectiveFOV]()</h3>
  86. <p>Returns the current vertical field of view angle in degrees considering .zoom.</p>
  87. <h3>[method:Float getFilmHeight]()</h3>
  88. <p>
  89. Returns the height of the image on the film. If .aspect is less than or equal to one
  90. (portrait format), the result equals .filmGauge.
  91. </p>
  92. <h3>[method:Float getFilmWidth]()</h3>
  93. <p>
  94. Returns the width of the image on the film. If .aspect is greater than or equal to one
  95. (landscape format), the result equals .filmGauge.
  96. </p>
  97. <h3>[method:Float getFocalLength]()</h3>
  98. <p>Returns the focal length of the current .fov in respect to .filmGauge.</p>
  99. <h3>[method:null setFocalLength]( [param:Float focalLength] )</h3>
  100. <p>
  101. Sets the FOV by focal length in respect to the current [page:PerspectiveCamera.filmGauge .filmGauge].<br /><br />
  102. By default, the focal length is specified for a 35mm (full frame) camera.
  103. </p>
  104. <h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
  105. <p>
  106. fullWidth — full width of multiview setup<br />
  107. fullHeight — full height of multiview setup<br />
  108. x — horizontal offset of subcamera<br />
  109. y — vertical offset of subcamera<br />
  110. width — width of subcamera<br />
  111. height — height of subcamera
  112. </p>
  113. <p>
  114. Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
  115. </p>
  116. <p>
  117. For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:<br />
  118. <pre>
  119. +---+---+---+
  120. | A | B | C |
  121. +---+---+---+
  122. | D | E | F |
  123. +---+---+---+
  124. </pre>
  125. then for each monitor you would call it like this:<br />
  126. <code>var w = 1920;
  127. var h = 1080;
  128. var fullWidth = w * 3;
  129. var fullHeight = h * 2;
  130. // A
  131. camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  132. // B
  133. camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  134. // C
  135. camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  136. // D
  137. camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  138. // E
  139. camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  140. // F
  141. camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  142. </code>
  143. Note there is no reason monitors have to be the same size or in a grid.
  144. </p>
  145. <h3>[method:null updateProjectionMatrix]()</h3>
  146. <p>
  147. Updates the camera projection matrix. Must be called after any change of parameters.
  148. </p>
  149. <h3>[method:JSON toJSON]()</h3>
  150. <p>
  151. Return camera data in JSON format.
  152. </p>
  153. <h2>Source</h2>
  154. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  155. </body>
  156. </html>