Camera that uses orthographic projection.
In this projection mode, an object's size in the rendered image stays constant regardless of its distance from the camera.
This can be useful for rendering 2D scenes and UI elements, amongst other things.
const camera = new v3d.OrthographicCamera(-width / 2, width / 2, height / 2, -height / 2, 1, 1000);
scene.add(camera);
Together these define the camera's viewing frustum.
See the base Camera class for common properties. Note that after making changes to most of these properties you will have to call .updateProjectionMatrix for the changes to take effect.
Camera frustum bottom plane.
Camera frustum far plane. Default is 2000
.
Must be greater than the current value of near plane.
Read-only flag to check if a given object is of type OrthographicCamera.
Camera frustum left plane.
Camera frustum near plane. Default is 0.1
.
The valid range is between 0
and the current value of the far plane.
Note that, unlike for the PerspectiveCamera, 0
is a valid value for an
OrthographicCamera's near plane.
Camera frustum right plane.
Camera frustum top plane.
Set by setViewOffset. Default is null
.
Gets or sets the zoom factor of the camera. Default is 1
.
See the base Camera class for common methods.
fullWidth — full width of multiview setup
fullHeight — full height of multiview setup
x — horizontal offset of subcamera
y — vertical offset of subcamera
width — width of subcamera
height — height of subcamera
Sets an offset in a larger viewing frustum. This is useful for multi-window or multi-monitor/multi-machine setups. For an example on how to use it see PerspectiveCamera.
Removes any offset set by the .setViewOffset method.
Updates the camera projection matrix. Must be called after any change of parameters.
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.