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.
Static
DEFAULT_The default up direction for objects, also used as the default position for THREE.DirectionalLight | DirectionalLight,
THREE.HemisphereLight | HemisphereLight and THREE.Spotlight | Spotlight (which creates lights shining from the top down).
Static
DEFAULT_The default setting for matrixAutoUpdate for newly created Object3Ds.
Static
DEFAULT_The default setting for matrixWorldAutoUpdate for newly created Object3Ds.
Readonly
isRead-only flag to check if a given object is of type Camera.
Readonly
typeGets or sets the zoom factor of the camera.
Camera frustum vertical field of view, from bottom to top of view, in degrees.
Camera frustum aspect ratio, usually the canvas width / canvas height.
Camera frustum near plane.
The valid range is greater than 0
and less than the current value of the .far plane.
0.1
Camera frustum far plane.
Object distance used for stereoscopy and depth-of-field effects.
Frustum window specification or null.
This is set using the .setViewOffset method and cleared using .clearViewOffset.
Film size used for the larger axis.
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.
Readonly
isRead-only flag to check if a given object is of type Camera.
The THREE.Layers | 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()
This is the inverse of matrixWorld.
MatrixWorld contains the Matrix which has the world transform of the Camera .
THREE.Matrix4 | new THREE.Matrix4()
This is the matrix which contains the projection.
This is the inverse of projectionMatrix.
Optional
viewportReadonly
isFlag to check if a given object is of type Object3D.
Readonly
idUnique number for this Object3D instance.
UUID of this object instance.
Optional name of the object
Object's parent in the scene graph.
Array with object's children.
This is used by the lookAt method, for example, to determine the orientation of the result.
Object3D.DEFAULT_UP - that is (0, 1, 0)
.
Readonly
positionObject's local position.
Readonly
rotationObject's local rotation (Euler angles), in radians.
Readonly
quaternionObject's local rotation as a THREE.Quaternion | Quaternion.
Readonly
scaleThe object's local scale.
Readonly
modelReadonly
normalThe local transform matrix.
The global transform of the object.
If the Object3D has no parent, then it's identical to the local transform THREE.Object3D.matrix | .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)
.
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)
.
When this is set, it calculates the matrixWorld in that frame and resets this property to false.
Object gets rendered if true
.
Whether the object gets rendered into shadow map.
Whether the material receives shadows.
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.
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.
Sorting is from lowest to highest renderOrder.
0
Array with object's animation clips.
An object that can be used to store custom data about the Object3D.
Optional
customCustom depth material to be used when rendering to the depth map.
Optional
customSame as customDepthMaterial, but used with THREE.Object3DPointLight | PointLight.
Returns the focal length of the current .fov | fov in respect to .filmGauge.
Sets the FOV by focal length in respect to the current .filmGauge.
Expects a Float
Returns the current vertical field of view angle in degrees considering .zoom.
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 height of the image on the film
If .aspect. is less than or equal to one (portrait format), the result equals .filmGauge.
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.
Removes any offset set by the .setViewOffset method.
Optional
frameHeight: numberUse .setFocalLength() and .filmGauge instead.
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.
Please notice that this callback is only executed for renderable
3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
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.
Please notice that this callback is only executed for renderable
3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
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.
Please notice that this callback is only executed for renderable
3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
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.
Please notice that this callback is only executed for renderable
3D objects. Meaning 3D objects which
define their visual appearance with geometries and materials like instances of Mesh, Line,
Points or Sprite. Instances of Object3D, Group or Bone are not renderable
and thus this callback is not executed for such objects.
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.
Calls THREE.Quaternion.setFromAxisAngle | setFromAxisAngle(axis, angle) on the .quaternion.
A normalized vector in object space.
Angle in radians. Expects a Float
Calls THREE.Quaternion.setFromEuler | setFromEuler(euler) on the .quaternion.
Euler angle specifying rotation amount.
Calls THREE.Quaternion.setFromRotationMatrix | setFromRotationMatrix(m) on the .quaternion.
Rotate the quaternion by the rotation component of the matrix.
Copy the given THREE.Quaternion | Quaternion into .quaternion.
Normalized Quaternion.
Rotate an object along an axis in object space.
A normalized vector in object space.
The angle in radians. Expects a Float
Rotate an object along an axis in world space.
A normalized vector in world space.
The angle in radians. Expects a Float
Translate an object by distance along an axis in object space
A normalized vector in object space.
The distance to translate. Expects a Float
Rotates the object to face a point in world space.
A vector representing a position in world space to look at.
Rotates the object to face a point in world space.
Expects a Float
Expects a Float
Expects a Float
Rest
...object: Object3D<Object3DEventMap>[]Rest
...object: Object3D<Object3DEventMap>[]Adds a Object3D as a child of this, while maintaining the object's world transform.
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
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.
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.
Abstract (empty) method to get intersections between a casted ray and this object
Executes the callback on this object and all descendants.
A function with as first argument an Object3D object.
Like traverse, but the callback will only be executed for visible objects
A function with as first argument an Object3D object.
Executes the callback on all ancestors.
A function with as first argument an Object3D object.
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
.
Convert the object to three.js JSON Object/Scene format.
Optional
meta: { Object containing metadata such as materials, textures or images for the object.
Copies the given object into this object.
Optional
recursive: booleanIf set to true
, descendants of the object are copied next to the existing ones. If set to
false
, descendants are left unchanged. Default is true
.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
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.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
Fire an event type.
The event that gets fired.
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