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- [page:Object3D] → [page:Camera] →
- <h1>[name]</h1>
- <p class="desc">
- Camera that uses [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection].<br /><br />
- In this projection mode, an object's size in the rendered image stays constant
- regardless of its distance from the camera.<br /><br />
- This can be useful for rendering 2D scenes and UI elements, amongst other things.
- </p>
- <h2>Code Example</h2>
- <code>
- const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
- scene.add( camera );
- </code>
- <h2>Examples</h2>
- <p>
- [example:webgl_camera camera ]<br />
- [example:webgl_interactive_cubes_ortho interactive / cubes / ortho ]<br />
- [example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
- [example:webgl_postprocessing_advanced postprocessing / advanced ]<br />
- [example:webgl_postprocessing_dof2 postprocessing / dof2 ]<br />
- [example:webgl_postprocessing_godrays postprocessing / godrays ]<br />
- [example:webgl_rtt rtt ]<br />
- [example:webgl_shaders_tonemapping shaders / tonemapping ]<br />
- [example:webgl_shadowmap shadowmap ]
- </p>
- <h2>Constructor</h2>
- <h3>[name]( [param:Number left], [param:Number right], [param:Number top], [param:Number bottom], [param:Number near], [param:Number far] )</h3>
- <p>
- left — Camera frustum left plane.<br />
- right — Camera frustum right plane.<br />
- top — Camera frustum top plane.<br />
- bottom — Camera frustum bottom plane.<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:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
- </p>
- <h3>[property:Float bottom]</h3>
- <p>Camera frustum bottom plane.</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 left]</h3>
- <p>Camera frustum left plane.</p>
- <h3>[property:Float near]</h3>
- <p>
- Camera frustum near plane. Default is *0.1*.<br /><br />
- The valid range is between 0 and the current value of the [page:.far far] plane.
- Note that, unlike for the [page:PerspectiveCamera], *0* is a valid value for an
- OrthographicCamera's near plane.
- </p>
- <h3>[property:Float right]</h3>
- <p>Camera frustum right plane.</p>
- <h3>[property:Float top]</h3>
- <p>Camera frustum top plane.</p>
- <h3>[property:Object view]</h3>
- <p>Set by [page:OrthographicCamera.setViewOffset setViewOffset]. Default is *null*.</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:null 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<br /><br />
- Sets an offset in a larger [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
- This is useful for multi-window or multi-monitor/multi-machine setups.
- For an example on how to use it see [page:PerspectiveCamera.setViewOffset PerspectiveCamera].
- </p>
- <h3>[method:null clearViewOffset]()</h3>
- <p>
- Removes any offset set by the .setViewOffset method.
- </p>
- <h3>[method:null 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>
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