Camera that uses perspective projection.
This projection mode is designed to mimic the way the human eye sees. It is the most common projection mode used for rendering a 3D scene.
animation / skinning / blending
animation / skinning / blending
effects / stereo
interactive / cubes
loader / collada / skinning
var camera = new v3d.PerspectiveCamera(45, width / height, 1, 1000); scene.add(camera);
fov — Camera frustum vertical field of view.
aspect — Camera frustum aspect ratio.
near — Camera frustum near plane.
far — Camera frustum far plane.
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 aspect ratio, usually the canvas width / canvas height. Default is 1 (square canvas).
Camera frustum far plane. Default is 2000.
The valid range is between the current value of the near plane and infinity.
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.
Horizontal off-center offset in the same unit as .filmGauge. Default is 0.
Object distance used for stereoscopy and depth-of-field effects. This parameter does not influence the projection matrix unless a StereoCamera is being used. Default is 10.
Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is 50.
Used to test whether this or derived classes are PerspectiveCameras. Default is true.
This should not be changed as it is used internally by the renderer for optimisation.
Camera frustum near plane. Default is 0.1.
The valid range is greater than 0 and less than the current value of the far plane. Note that, unlike for the OrthographicCamera, 0 is not a valid value for a PerspectiveCamera's near plane.
Frustum window specification or null. This is set using the .setViewOffset method and cleared using .clearViewOffset.
Gets or sets the zoom factor of the camera. Default is 1.
See the base Camera class for common methods.
Removes any offset set by the .setViewOffset method.
Returns the current vertical field of view angle in degrees considering .zoom.
Returns the height of the image on the film. If .aspect is less than or equal to one (portrait format), the result equals .filmGauge.
Returns the width of the image on the film. If .aspect is greater than or equal to one (landscape format), the result equals .filmGauge.
Returns the focal length of the current .fov in respect to .filmGauge.
Sets the FOV by focal length in respect to the current .filmGauge.
By default, the focal length is specified for a 35mm (full frame) camera.
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 frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:
+---+---+---+ | A | B | C | +---+---+---+ | D | E | F | +---+---+---+then for each monitor you would call it like this:
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);Note there is no reason monitors have to be the same size or in a grid.
Updates the camera projection matrix. Must be called after any change of parameters.
Return camera data in JSON format.
For more info on how to obtain the source code of this module see this page.