Camera that uses
[link:https://en.wikipedia.org/wiki/Perspective_(graphical) 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.
const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
scene.add( camera );
[example:webgl_animation_skinning_blending animation / skinning / blending]
[example:webgl_animation_skinning_morph animation / skinning / morph ]
[example:webgl_effects_stereo effects / stereo ]
[example:webgl_interactive_cubes interactive / cubes ]
[example:webgl_loader_collada_skinning loader / collada / skinning ]
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
[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
See the base [page:Camera] class for common properties.
Note that after making changes to most of these properties you will have
to call [page:PerspectiveCamera.updateProjectionMatrix .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`.
Must be greater than the current value of [page:.near near] plane.
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 [page:StereoCamera] is being used. Default is `10`.
Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is `50`.
Read-only flag to check if a given object is of type [name].
Camera frustum near plane. Default is `0.1`.
The valid range is greater than `0` and less than the current value of the
[page:.far far] plane. Note that, unlike for the
[page:OrthographicCamera], `0` is not a valid value for a
PerspectiveCamera's near plane.
Frustum window specification or null. This is set using the [page:PerspectiveCamera.setViewOffset .setViewOffset] method and cleared using [page:PerspectiveCamera.clearViewOffset .clearViewOffset].
Gets or sets the zoom factor of the camera. Default is `1`.
See the base [page:Camera] class for common methods.
Removes any offset set by the [page:PerspectiveCamera.setViewOffset .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
[page:PerspectiveCamera.filmGauge .filmGauge].
By default, the focal length is specified for a 35mm (full frame) camera.
Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction. Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.
Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction. Copies the result into the target Vector2, where x is width and y is height.
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:
const w = 1920;
const h = 1080;
const fullWidth = w * 3;
const 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.
meta -- object containing metadata such as textures or images in objects'
descendants.
Convert the camera to three.js
[link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]