Abstract base class for cameras. This class should always be inherited when you build a new camera.
Creates a new Camera. Note that this class is not intended to be called directly; you probably want a PerspectiveCamera or OrthographicCamera instead.
See the base Object3D class for common properties.
Camera control settings used to assign application controls.
Ignore camera layers when rendering objects into the shadow map. Used internally by SSR pass. Default is
Read-only flag to check if a given object is of type Camera.
The layers that the camera is a member of. This is an inherited property from Object3D.
Objects must share at least one layer with the camera to be seen when the camera's viewpoint is rendered.
This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.
This is the matrix which contains the projection.
The inverse of projectionMatrix.
An object with viewport fit settings:
See the base Object3D class for common methods.
Return a new camera with the same properties as this one.
Copy the properties from the source camera into this one.
target — the result will be copied into this Vector3.
Returns a Vector3 representing the world space direction in which the camera is looking. (Note: A camera looks down its local, negative z-axis).
There are numerous camera puzzles to manage your camera with no coding.
For more info on how to obtain the source code of this module see this page.