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PerspectiveCamera.html 6.7 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. <div 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. </div>
  18. <h2>Example</h2>
  19. <div>[example:canvas_geometry_birds geometry / birds ]</div>
  20. <div>[example:canvas_geometry_cube geometry / cube ]</div>
  21. <div>[example:webgl_animation_skinning_blending animation / skinning / blending ]</div>
  22. <div>[example:webgl_animation_skinning_morph animation / skinning / blending ]</div>
  23. <div>[example:webgl_effects_stereo effects / stereo ]</div>
  24. <div>[example:webgl_interactive_cubes interactive / cubes ]</div>
  25. <div>[example:webgl_loader_collada_skinning loader / collada / skinning ]</div>
  26. <code>var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  27. scene.add( camera );</code>
  28. <h2>Constructor</h2>
  29. <h3>[name]( [page:Number fov], [page:Number aspect], [page:Number near], [page:Number far] )</h3>
  30. <div>
  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. </div>
  37. <h2>Properties</h2>
  38. <div>See the base [page:Camera] class for common properties.</div>
  39. <h3>[property:Float aspect]</h3>
  40. <div>Camera frustum aspect ratio, usually the canvas width / canvas height. Default is *1* (square canvas).</div>
  41. <h3>[property:Float far]</h3>
  42. <div>
  43. Camera frustum far plane. Default is *2000*.<br /><br />
  44. The valid range is between the current value of the [page:.near near] plane and infinity.
  45. </div>
  46. <h3>[property:Float filmGauge]</h3>
  47. <div>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.</div>
  48. <h3>[property:Float filmOffset]</h3>
  49. <div>Horizontal off-center offset in the same unit as .filmGauge. Default is *0*.</div>
  50. <h3>[property:Float focus]</h3>
  51. <div>Object distance used for stereoscopy and depth-of-field effects.
  52. This parameter does not influence the projection matrix unless a [page:StereoCamera] is being used.
  53. Default is *10*.
  54. </div>
  55. <h3>[property:Float fov]</h3>
  56. <div>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is *50*.</div>
  57. <h3>[property:Boolean isPerspectiveCamera]</h3>
  58. <div>
  59. Used to test whether this or derived classes are PerspectiveCameras. Default is *true*.<br /><br />
  60. This should not be changed as it is used internally by the renderer for optimisation.
  61. </div>
  62. <h3>[property:Float near]</h3>
  63. <div>
  64. Camera frustum near plane. Default is *0.1*.<br /><br />
  65. The valid range is greater than 0 and less than the current value of the [page:.far far] plane.
  66. Note that, unlike for the [page:OrthographicCamera], *0* is <em>not</em> a valid value
  67. for a PerspectiveCamera's near plane.
  68. </div>
  69. <h3>[property:Object view]</h3>
  70. <div>
  71. Frustum window specification or null.
  72. This is set using the [page:PerspectiveCamera.setViewOffset .setViewOffset] method
  73. and cleared using [page:PerspectiveCamera.clearViewOffset .clearViewOffset].
  74. </div>
  75. <h3>[property:number zoom]</h3>
  76. <div>Gets or sets the zoom factor of the camera. Default is *1*.</div>
  77. <h2>Methods</h2>
  78. <div>See the base [page:Camera] class for common methods.</div>
  79. <h3>[method:null clearViewOffset]()</h3>
  80. <div>Removes any offset set by the [page:PerspectiveCamera.setViewOffset .setViewOffset] method.</div>
  81. <h3>[method:Float getEffectiveFOV]()</h3>
  82. <div>Returns the current vertical field of view angle in degrees considering .zoom.</div>
  83. <h3>[method:Float getFilmHeight]()</h3>
  84. <div>
  85. Returns the height of the image on the film. If .aspect is less than or equal to one
  86. (portrait format), the result equals .filmGauge.
  87. </div>
  88. <h3>[method:Float getFilmWidth]()</h3>
  89. <div>
  90. Returns the width of the image on the film. If .aspect is greater than or equal to one
  91. (landscape format), the result equals .filmGauge.
  92. </div>
  93. <h3>[method:Float getFocalLength]()</h3>
  94. <div>Returns the focal length of the current .fov in respect to .filmGauge.</div>
  95. <h3>[method:null setFocalLength]( [page:Float focalLength] )</h3>
  96. <div>
  97. Sets the FOV by focal length in respect to the current [page:PerspectiveCamera.filmGauge .filmGauge].<br /><br />
  98. By default, the focal length is specified for a 35mm (full frame) camera.
  99. </div>
  100. <h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
  101. <div>
  102. fullWidth — full width of multiview setup<br />
  103. fullHeight — full height of multiview setup<br />
  104. x — horizontal offset of subcamera<br />
  105. y — vertical offset of subcamera<br />
  106. width — width of subcamera<br />
  107. height — height of subcamera
  108. </div>
  109. <div>
  110. Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
  111. </div>
  112. <div>
  113. For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:<br />
  114. <pre>
  115. +---+---+---+
  116. | A | B | C |
  117. +---+---+---+
  118. | D | E | F |
  119. +---+---+---+
  120. </pre>
  121. then for each monitor you would call it like this:<br />
  122. <code>var w = 1920;
  123. var h = 1080;
  124. var fullWidth = w * 3;
  125. var fullHeight = h * 2;
  126. // A
  127. camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  128. // B
  129. camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  130. // C
  131. camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  132. // D
  133. camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  134. // E
  135. camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  136. // F
  137. camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  138. </code>
  139. Note there is no reason monitors have to be the same size or in a grid.
  140. </div>
  141. <h3>[method:null updateProjectionMatrix]()</h3>
  142. <div>
  143. Updates the camera projection matrix. Must be called after any change of parameters.
  144. </div>
  145. <h3>[method:JSON toJSON]()</h3>
  146. <div>
  147. Return camera data in JSON format.
  148. </div>
  149. <h2>Source</h2>
  150. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  151. </body>
  152. </html>