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- [page:Object3D] → [page:Camera] →
- <h1>[name]</h1>
- <div class="desc">Camera with perspective projection.</div>
- <h2>Example</h2>
- <code>var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
- scene.add( camera );</code>
- <h2>Constructor</h2>
- <h3>[name]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] )</h3>
- <div>
- 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.
- </div>
- <h2>Properties</h2>
- <h3>.[page:Float fov]</h3>
- <div>Camera frustum vertical field of view, from bottom to top of view, in degrees.</div>
- <h3>.[page:Float aspect]</h3>
- <div>Camera frustum aspect ratio, window width divided by window height.</div>
- <h3>.[page:Float near]</h3>
- <div>Camera frustum near plane.</div>
- <h3>.[page:Float far]</h3>
- <div>Camera frustum far plane.</div>
- <h2>Methods</h2>
- <h3>.setLens( [page:Float focalLength], [page:Float frameSize] )</h3>
- <div>
- focalLength — focal length<br />
- frameSize — frame size
- </div>
- <div>
- Uses focal length (in mm) to estimate and set FOV 35mm (fullframe) camera is used if frame size is not specified.<br />
- Formula based on [link:http://www.bobatkins.com/photography/technical/field_of_view.html]
- </div>
- <h3>.setViewOffset( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
- <div>
- 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
- </div>
- <div>
- Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
- </div>
- <div>
- For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:<br />
- <pre>+---+---+---+
- | A | B | C |
- +---+---+---+
- | D | E | F |
- +---+---+---+</pre>
- then for each monitor you would call it like this:<br />
- <code>var w = 1920;
- var h = 1080;
- var fullWidth = w * 3;
- var 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>
- Note there is no reason monitors have to be the same size or in a grid.
- </div>
- <h3>.updateProjectionMatrix()</h3>
- <div>
- Updates the camera projection matrix. Must be called after change of parameters.
- </div>
- <h2>Source</h2>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </body>
- </html>
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