Threepp.PerspectiveCamera¶
Perspective camera
A camera that uses perspective projection, mimicking the way the human eye sees.
Members¶
Constructors¶
Properties¶
Methods¶
- setFocalLength
- getFocalLength
- getEffectiveFOV
- getFilmWidth
- getFilmHeight
- setViewOffset
- clearViewOffset
- updateProjectionMatrix
- applyScreenAffine
PerspectiveCamera¶
Constructor
Arguments
| Arguments | Default | Description |
|---|---|---|
fov |
60 |
Field of view (degrees). |
aspect |
1 |
Aspect ratio. |
near |
0.1 |
Near clipping plane. |
far |
2000 |
Far clipping plane. |
Description
Constructor
type¶
Property \ Access: r/w
Description
"PerspectiveCamera" (read-only)
fov¶
Property \ Access: r/w
Description
Field of view (degrees)
aspect¶
Property \ Access: r/w
Description
Aspect ratio
focus¶
Property \ Access: r/w
Description
Focus distance
filmGauge¶
Property \ Access: r/w
Description
Film gauge (mm)
filmOffset¶
Property \ Access: r/w
Description
Film offset
setFocalLength¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
focalLength |
|
Description
Sets the focal length
getFocalLength¶
Method
Description
Gets the focal length
getEffectiveFOV¶
Method
Description
Gets the effective field of view
getFilmWidth¶
Method
Description
Gets the film width
getFilmHeight¶
Method
Description
Gets the film height
setViewOffset¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
fullWidth |
|
|
fullHeight |
|
|
x |
|
|
y |
|
|
width |
|
|
height |
|
Description
Sets the view offset
clearViewOffset¶
Method
Description
Clears the view offset
updateProjectionMatrix¶
Method
Description
Updates the projection matrix
applyScreenAffine¶
Method
Arguments
| Arguments | Default | Description |
|---|---|---|
a |
|
|
b |
|
|
c |
|
|
d |
|
|
tx |
|
|
ty |
|
Description
Post-multiplies the projection matrix by a 2D on-screen affine transform (call after updateProjectionMatrix; common to all cameras).
In NDC: x' = ax + by + tx, y' = cx + dy + ty. Because the camera's entire view can be mapped to any parallelogram on the screen, 2D-side scaling, rotation and positioning are applied to the rendering itself rather than as scaling after drawing.