ArrayCamera can be used in order to efficiently render a scene with a predefined set of cameras

This is an important performance aspect for rendering VR scenes. An instance of ArrayCamera always has an array of sub cameras It's mandatory to define for each sub camera the viewport property which determines the part of the viewport that is rendered with this camera.

Hierarchy (view full)

Constructors

Properties

animations: AnimationClip[]

Array with object's animation clips.

[]

aspect: number

Camera frustum aspect ratio, usually the canvas width / canvas height.

Expects a Float

1, (square canvas).

An array of cameras.

[]

castShadow: boolean

Whether the object gets rendered into shadow map.

false

Array with object's children.

THREE.Object3DGroup | Group for info on manually grouping objects.

[]

coordinateSystem: CoordinateSystem
customDepthMaterial?: Material

Custom depth material to be used when rendering to the depth map.

Can only be used in context of meshes.

undefined

customDistanceMaterial?: Material

Same as customDepthMaterial, but used with THREE.Object3DPointLight | PointLight.

undefined

far: number

Camera frustum far plane.

Must be greater than the current value of .near plane.

2000

filmGauge: number

Film size used for the larger axis. This parameter does not influence the projection matrix unless .filmOffset is set to a nonzero value.

Expects a Float

35, millimeters.

filmOffset: number

Horizontal off-center offset in the same unit as .filmGauge.

Expects a Float

0

focus: number

Object distance used for stereoscopy and depth-of-field effects.

This parameter does not influence the projection matrix unless a StereoCamera is being used.

10

fov: number

Camera frustum vertical field of view, from bottom to top of view, in degrees.

Expects a Float

50

frustumCulled: boolean

When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object. If set to false the object gets rendered every frame even if it is not in the frustum of the camera.

true

id: number

Unique number for this Object3D instance.

Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.

isArrayCamera

Read-only flag to check if a given object is of type ArrayCamera.

This is a constant value

true

isCamera

Read-only flag to check if a given object is of type Camera.

This is a constant value

true

isObject3D

Flag to check if a given object is of type Object3D.

This is a constant value

true

isPerspectiveCamera

Read-only flag to check if a given object is of type Camera.

This is a constant value

true

layers: Layers

The layers that the Camera is a member of.

Objects must share at least one layer with the Camera to be n when the camera's viewpoint is rendered.

new THREE.Layers()

matrix: Matrix4

The local transform matrix.

new THREE.Matrix4()

matrixAutoUpdate: boolean

When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.

DEFAULT_MATRIX_AUTO_UPDATE - that is (true).

matrixWorld: Matrix4

The global transform of the object.

If the Object3D has no parent, then it's identical to the local transform .matrix.

new THREE.Matrix4()

matrixWorldAutoUpdate: boolean

If set, then the renderer checks every frame if the object and its children need matrix updates. When it isn't, then you have to maintain all matrices in the object and its children yourself.

DEFAULT_MATRIX_WORLD_AUTO_UPDATE - that is (true).

matrixWorldInverse: Matrix4

This is the inverse of matrixWorld.

MatrixWorld contains the Matrix which has the world transform of the Camera .

new THREE.Matrix4()

matrixWorldNeedsUpdate: boolean

When this is set, it calculates the matrixWorld in that frame and resets this property to false.

false

modelViewMatrix: Matrix4

new THREE.Matrix4()

name: string

Optional name of the object

(doesn't need to be unique).

""

near: number

Camera frustum near plane.

The valid range is greater than 0 and less than the current value of the .far plane.

0.1

normalMatrix: Matrix3

new THREE.Matrix3()

parent: null | Object3D<Object3DEventMap>

Object's parent in the scene graph.

An object can have at most one parent.

null

position: Vector3

Object's local position.

new THREE.Vector3() - that is (0, 0, 0).

projectionMatrix: Matrix4

This is the matrix which contains the projection.

new THREE.Matrix4()

projectionMatrixInverse: Matrix4

This is the inverse of projectionMatrix.

new THREE.Matrix4()

quaternion: Quaternion

Object's local rotation as a Quaternion.

new THREE.Quaternion() - that is (0, 0, 0, 1).

receiveShadow: boolean

Whether the material receives shadows.

false

renderOrder: number

This value allows the default rendering order of scene graph objects to be overridden although opaque and transparent objects remain sorted independently.

When this property is set for an instance of Group, all descendants objects will be sorted and rendered together.

0

rotation: Euler

Object's local rotation (Euler angles), in radians.

new THREE.Euler() - that is (0, 0, 0, Euler.DEFAULT_ORDER).

scale: Vector3

The object's local scale.

new THREE.Vector3( 1, 1, 1 )

type: string

PerspectiveCamera

This is used by the lookAt method, for example, to determine the orientation of the result.

Object3D.DEFAULT_UP - that is (0, 1, 0).

userData: Record<string, any>

An object that can be used to store custom data about the Object3D.

It should not hold references to functions as these will not be cloned.

{}

uuid: string

UUID of this object instance.

This gets automatically assigned and shouldn't be edited.

view: null | {
    enabled: boolean;
    fullHeight: number;
    fullWidth: number;
    height: number;
    offsetX: number;
    offsetY: number;
    width: number;
}

Frustum window specification or null. This is set using the .setViewOffset method and cleared using .clearViewOffset.

null

visible: boolean

Object gets rendered if true.

true

zoom: number

Gets or sets the zoom factor of the camera.

1

DEFAULT_MATRIX_AUTO_UPDATE: boolean

The default setting for matrixAutoUpdate for newly created Object3Ds.

true

DEFAULT_MATRIX_WORLD_AUTO_UPDATE: boolean

The default setting for matrixWorldAutoUpdate for newly created Object3Ds.

true

DEFAULT_UP: Vector3

The default up direction for objects, also used as the default position for DirectionalLight, HemisphereLight and THREE.Spotlight | Spotlight (which creates lights shining from the top down).

new THREE.Vector3( 0, 1, 0)

Methods

  • Applies the matrix transform to the object and updates the object's position, rotation and scale.

    Parameters

    Returns void

  • Applies the rotation represented by the quaternion to the object.

    Parameters

    Returns this

  • Adds a Object3D as a child of this, while maintaining the object's world transform.

    Parameters

    Returns this

    Note: This method does not support scene graphs having non-uniformly-scaled nodes(s).

    add

  • Removes all child objects.

    Returns this

  • Returns a clone of this object and optionally all descendants.

    Parameters

    • Optionalrecursive: boolean

      If true, descendants of the object are also cloned. Default true

    Returns this

  • Copy the given object into this object

    Parameters

    • source: this
    • Optionalrecursive: boolean

      If true, descendants of the object are also copied. Default true

    Returns this

    Note: event listeners and user-defined callbacks (.onAfterRender and .onBeforeRender) are not copied.

  • Returns the current vertical field of view angle in degrees considering .zoom.

    Returns number

  • Returns the height of the image on the film

    Returns number

    If .aspect. is less than or equal to one (portrait format), the result equals .filmGauge.

  • Returns the width of the image on the film

    Returns number

    If .aspect. is greater than or equal to one (landscape format), the result equals .filmGauge.

  • Returns the focal length of the current .fov | fov in respect to .filmGauge.

    Returns number

  • Searches through an object and its children, starting with the object itself, and returns the first with a matching id.

    Parameters

    • id: number

      Unique number of the object instance. Expects a Integer

    Returns undefined | Object3D<Object3DEventMap>

    Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.

    id

  • Searches through an object and its children, starting with the object itself, and returns the first with a matching name.

    Parameters

    • name: string

      String to match to the children's Object3D.name property.

    Returns undefined | Object3D<Object3DEventMap>

    Note that for most objects the name is an empty string by default

  • Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.

    Parameters

    • name: string

      the property name to search for.

    • value: any

      value of the given property.

    Returns undefined | Object3D<Object3DEventMap>

  • Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.

    Parameters

    • name: string

      The property name to search for.

    • value: any

      Value of the given property.

    • OptionaloptionalTarget: Object3D<Object3DEventMap>[]

      target to set the result. Otherwise a new Array is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).

    Returns Object3D<Object3DEventMap>[]

  • Returns a Vector3 representing the world space direction in which the Camera is looking.

    Parameters

    • target: Vector3

      The result will be copied into this Vector3.

    Returns Vector3

    Note: A Camera looks down its local, negative z-axis.

  • Returns a vector representing the position of the object in world space.

    Parameters

    • target: Vector3

      The result will be copied into this Vector3.

    Returns Vector3

  • Returns a quaternion representing the rotation of the object in world space.

    Parameters

    • target: Quaternion

      The result will be copied into this Quaternion.

    Returns Quaternion

  • Returns a vector of the scaling factors applied to the object for each axis in world space.

    Parameters

    • target: Vector3

      The result will be copied into this Vector3.

    Returns Vector3

  • Converts the vector from this object's local space to world space.

    Parameters

    • vector: Vector3

      A vector representing a position in this object's local space.

    Returns Vector3

  • Rotates the object to face a point in world space.

    Parameters

    • vector: Vector3

      A vector representing a position in world space to look at.

    Returns void

    This method does not support objects having non-uniformly-scaled parent(s).

  • Rotates the object to face a point in world space.

    Parameters

    • x: number

      Expects a Float

    • y: number

      Expects a Float

    • z: number

      Expects a Float

    Returns void

    This method does not support objects having non-uniformly-scaled parent(s).

  • An optional callback that is executed immediately after a 3D object is rendered to a shadow map.

    Parameters

    Returns void

    This function is called with the following parameters: renderer, scene, camera, shadowCamera, geometry, depthMaterial, group.

  • An optional callback that is executed immediately before a 3D object is rendered to a shadow map.

    Parameters

    Returns void

    This function is called with the following parameters: renderer, scene, camera, shadowCamera, geometry, depthMaterial, group.

  • Removes a Object3D as child of this Object3D.

    Parameters

    Returns this

    An arbitrary number of objects may be removed.

    Group for info on manually grouping objects.

  • Removes this object from its current parent.

    Returns this

  • Rotate an object along an axis in object space.

    Parameters

    • axis: Vector3

      A normalized vector in object space.

    • angle: number

      The angle in radians. Expects a Float

    Returns this

    The axis is assumed to be normalized.

  • Rotate an object along an axis in world space.

    Parameters

    • axis: Vector3

      A normalized vector in world space.

    • angle: number

      The angle in radians. Expects a Float

    Returns this

    The axis is assumed to be normalized

  • Rotates the object around x axis in local space.

    Parameters

    • angle: number

    Returns this

  • Rotates the object around y axis in local space.

    Parameters

    • angle: number

    Returns this

  • Rotates the object around z axis in local space.

    Parameters

    • angle: number

    Returns this

  • Sets the FOV by focal length in respect to the current .filmGauge.

    Parameters

    • focalLength: number

      Expects a Float

    Returns void

    By default, the focal length is specified for a 35mm (full frame) camera.

  • Parameters

    • focalLength: number
    • OptionalframeHeight: number

    Returns void

    Use .setFocalLength() and .filmGauge instead.

  • Parameters

    • m: Matrix4

      Rotate the quaternion by the rotation component of the matrix.

    Returns void

    Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).

  • Sets an offset in a larger frustum.

    Parameters

    • fullWidth: number

      Full width of multiview setup Expects a Float.

    • fullHeight: number

      Full height of multiview setup Expects a Float.

    • x: number

      Horizontal offset of subcamera Expects a Float.

    • y: number

      Vertical offset of subcamera Expects a Float.

    • width: number

      Width of subcamera Expects a Float.

    • height: number

      Height of subcamera Expects a Float.

    Returns void

    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

    ┌───┬───┬───┐
    ABC
    ├───┼───┼───┤
    DEF
    └───┴───┴───┘

    then for each monitor you would call it like this

      const w = 1920;
    const h = 1080;
    const fullWidth = w * 3;
    const fullHeight = h * 2;

    // Monitor - A
    camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
    // Monitor - B
    camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
    // Monitor - C
    camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
    // Monitor - D
    camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
    // Monitor - E
    camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
    // Monitor - 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.

  • Convert the object to three.js JSON Object/Scene format.

    Parameters

    • Optionalmeta: {
          geometries: any;
          images: any;
          materials: any;
          textures: any;
      }

      Object containing metadata such as materials, textures or images for the object.

      • geometries: any
      • images: any
      • materials: any
      • textures: any

    Returns any

  • Translate an object by distance along an axis in object space

    Parameters

    • axis: Vector3

      A normalized vector in object space.

    • distance: number

      The distance to translate. Expects a Float

    Returns this

    The axis is assumed to be normalized.

  • Translates object along x axis in object space by distance units.

    Parameters

    • distance: number

      Expects a Float

    Returns this

  • Translates object along y axis in object space by distance units.

    Parameters

    • distance: number

      Expects a Float

    Returns this

  • Translates object along z axis in object space by distance units.

    Parameters

    • distance: number

      Expects a Float

    Returns this

  • Executes the callback on this object and all descendants.

    Parameters

    Returns void

    Note: Modifying the scene graph inside the callback is discouraged.

  • Executes the callback on all ancestors.

    Parameters

    Returns void

    Note: Modifying the scene graph inside the callback is discouraged.

  • Like traverse, but the callback will only be executed for visible objects

    Parameters

    Returns void

    Descendants of invisible objects are not traversed.

  • Updates local transform.

    Returns void

  • Updates the global transform of the object. And will update the object descendants if .matrixWorldNeedsUpdate is set to true or if the force parameter is set to true.

    Parameters

    • Optionalforce: boolean

      A boolean that can be used to bypass .matrixWorldAutoUpdate, to recalculate the world matrix of the object and descendants on the current frame. Useful if you cannot wait for the renderer to update it on the next frame, assuming .matrixWorldAutoUpdate set to true.

    Returns void

  • Updates the camera projection matrix

    Returns void

    Must be called after any change of parameters.

  • Updates the global transform of the object.

    Parameters

    • updateParents: boolean

      Recursively updates global transform of ancestors.

    • updateChildren: boolean

      Recursively updates global transform of descendants.

    Returns void

  • Converts the vector from world space to this object's local space.

    Parameters

    • vector: Vector3

      A vector representing a position in world space.

    Returns Vector3