Creates a new PerspectiveCamera.
Optional
fov: numberCamera frustum vertical field of view. Default 50
.
Optional
aspect: numberCamera frustum aspect ratio. Default 1
.
Optional
near: numberCamera frustum near plane. Default 0.1
.
Optional
far: numberCamera frustum far plane. Default 2000
.
Together these define the camera's viewing frustum.
Array with object's animation clips.
[]
Camera frustum aspect ratio, usually the canvas width / canvas height.
Expects a Float
1
, (square canvas).
Whether the object gets rendered into shadow map.
false
Array with object's children.
THREE.Object3DGroup | Group for info on manually grouping objects.
[]
Optional
customCustom depth material to be used when rendering to the depth map.
Can only be used in context of meshes.
undefined
Optional
customSame as customDepthMaterial, but used with THREE.Object3DPointLight | PointLight.
undefined
Camera frustum far plane.
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.
Horizontal off-center offset in the same unit as .filmGauge.
Expects a Float
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.
10
Camera frustum vertical field of view, from bottom to top of view, in degrees.
Expects a Float
50
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
Readonly
idUnique number for this Object3D instance.
Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
Readonly
isRead-only flag to check if a given object is of type Camera.
This is a constant value
true
Readonly
isFlag to check if a given object is of type Object3D.
This is a constant value
true
Readonly
isRead-only flag to check if a given object is of type Camera.
This is a constant value
true
Objects must share at least one layer with the Camera to be n when the camera's viewpoint is rendered.
new THREE.Layers()
The local transform matrix.
new THREE.Matrix4()
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)
.
The global transform of the object.
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)
.
This is the inverse of matrixWorld.
MatrixWorld contains the Matrix which has the world transform of the Camera .
{@link THREE.Matrix4 | `new THREE.Matrix4()`}
When this is set, it calculates the matrixWorld in that frame and resets this property to false.
false
Readonly
modelnew THREE.Matrix4()
Optional name of the object
(doesn't need to be unique).
""
Camera frustum near plane.
The valid range is greater than 0
and less than the current value of the .far plane.
0.1
Readonly
normalnew THREE.Matrix3()
Object's parent in the scene graph.
An object can have at most one parent.
null
Readonly
positionObject's local position.
new THREE.Vector3()
- that is (0, 0, 0)
.
This is the matrix which contains the projection.
{@link THREE.Matrix4 | `new THREE.Matrix4()`}
This is the inverse of projectionMatrix.
{@link THREE.Matrix4 | `new THREE.Matrix4()`}
Readonly
quaternionObject's local rotation as a Quaternion.
new THREE.Quaternion()
- that is (0, 0, 0, 1)
.
Whether the material receives shadows.
false
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
Readonly
rotationObject's local rotation (Euler angles), in radians.
new THREE.Euler()
- that is (0, 0, 0, Euler.DEFAULT_ORDER)
.
Readonly
scaleThe object's local scale.
new THREE.Vector3( 1, 1, 1 )
Readonly
typePerspectiveCamera
This is used by the lookAt method, for example, to determine the orientation of the result.
Object3D.DEFAULT_UP - that is (0, 1, 0)
.
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 of this object instance.
This gets automatically assigned and shouldn't be edited.
Frustum window specification or null. This is set using the .setViewOffset method and cleared using .clearViewOffset.
null
Object gets rendered if true
.
true
Gets or sets the zoom factor of the camera.
1
Static
DEFAULT_The default setting for matrixAutoUpdate for newly created Object3Ds.
true
Static
DEFAULT_The default setting for matrixWorldAutoUpdate for newly created Object3Ds.
true
Static
DEFAULT_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)
Rest
...object: Object3D<Object3DEventMap>[]Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Applies the matrix transform to the object and updates the object's position, rotation and scale.
Applies the rotation represented by the quaternion to the object.
Adds a Object3D as a child of this, while maintaining the object's world transform.
Removes any offset set by the .setViewOffset method.
Copy the given object into this object
Optional
recursive: booleanIf true, descendants of the object are also copied. Default true
Note: event listeners and user-defined callbacks (.onAfterRender and .onBeforeRender) are not copied.
Fire an event type.
The event that gets fired.
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 | fov in respect to .filmGauge.
Searches through an object and its children, starting with the object itself, and returns the first with a matching id.
Unique number of the object instance. Expects a Integer
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.
String to match to the children's Object3D.name property.
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.
the property name to search for.
value of the given property.
Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.
The property name to search for.
Value of the given property.
Optional
optionalTarget: 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 a quaternion representing the rotation of the object in world space.
The result will be copied into this Quaternion.
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Rotates the object to face a point in world space.
A vector representing a position in world space to look at.
This method does not support objects having non-uniformly-scaled parent(s).
Rotates the object to face a point in world space.
Expects a Float
Expects a Float
Expects a Float
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.
This function is called with the following parameters: renderer, scene, camera, geometry, material, group.
An optional callback that is executed immediately after a 3D object is rendered to a shadow map.
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.
This function is called with the following parameters: renderer, scene, camera, geometry, material, group.
An optional callback that is executed immediately before a 3D object is rendered to a shadow map.
This function is called with the following parameters: renderer, scene, camera, shadowCamera, geometry, depthMaterial, group.
Abstract (empty) method to get intersections between a casted ray and this object
Rest
...object: Object3D<Object3DEventMap>[]An arbitrary number of objects may be removed.
Group for info on manually grouping objects.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
Rotate an object along an axis in object space.
A normalized vector in object space.
The angle in radians. Expects a Float
The axis is assumed to be normalized.
Rotate an object along an axis in world space.
A normalized vector in world space.
The angle in radians. Expects a Float
The axis is assumed to be normalized
Sets the FOV by focal length in respect to the current .filmGauge.
Expects a Float
By default, the focal length is specified for a 35mm
(full frame) camera.
Optional
frameHeight: numberUse .setFocalLength() and .filmGauge instead.
Calls setFromAxisAngle(axis, angle) on the .quaternion.
A normalized vector in object space.
Angle in radians. Expects a Float
Calls setFromEuler(euler) on the .quaternion.
Euler angle specifying rotation amount.
Calls setFromRotationMatrix(m) on the .quaternion.
Rotate the quaternion by the rotation component of the matrix.
Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).
Copy the given Quaternion into .quaternion.
Normalized Quaternion.
Sets an offset in a larger frustum.
Full width of multiview setup Expects a Float
.
Full height of multiview setup Expects a Float
.
Horizontal offset of subcamera Expects a Float
.
Vertical offset of subcamera Expects a Float
.
Width of subcamera Expects a Float
.
Height of subcamera Expects a Float
.
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
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.
Optional
meta: { Object containing metadata such as materials, textures or images for the object.
Translate an object by distance along an axis in object space
A normalized vector in object space.
The distance to translate. Expects a Float
The axis is assumed to be normalized.
Executes the callback on this object and all descendants.
A function with as first argument an Object3D object.
Note: Modifying the scene graph inside the callback is discouraged.
Executes the callback on all ancestors.
A function with as first argument an Object3D object.
Note: Modifying the scene graph inside the callback is discouraged.
Like traverse, but the callback will only be executed for visible objects
A function with as first argument an Object3D object.
Descendants of invisible objects are not traversed.
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
.
Optional
force: booleanA 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
.
Camera that uses perspective projection. This projection mode is designed to mimic the way the human eye sees
Remarks
It is the most common projection mode used for rendering a 3D scene.
Example
See