PerspectiveCamera

Camera that uses 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.

Example

geometry / birds

geometry / cube

animation / skinning / blending

animation / skinning / blending

effects / stereo

interactive / cubes

loader / collada / skinning

var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 ); scene.add( camera );

Constructor

PerspectiveCamera( fovaspectnearfar )

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 viewing frustum.

Properties

See the base Camera class for common properties.

#.aspect

Camera frustum aspect ratio, usually the canvas width / canvas height. Default is 1 (square canvas).

#.far

Camera frustum far plane. Default is 2000.

The valid range is between the current value of the near plane and infinity.

#.filmGauge

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.

#.filmOffset

Horizontal off-center offset in the same unit as .filmGauge. Default is 0.

#.focus

Object distance used for stereoscopy and depth-of-field effects. This parameter does not influence the projection matrix unless a StereoCamera is being used. Default is 10.

#.fov

Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is 50.

#.isPerspectiveCamera

Used to test whether this or derived classes are PerspectiveCameras. Default is true.

This should not be changed as it is used internally by the renderer for optimisation.

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#.near

Camera frustum near plane. Default is 0.1.

The valid range is greater than 0 and less than the current value of the far plane. Note that, unlike for the OrthographicCamera0 is not a valid value for a PerspectiveCamera's near plane.

#.view

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

#.zoom

Gets or sets the zoom factor of the camera. Default is 1.

Methods

See the base Camera class for common methods.

#.clearViewOffset ()

Removes any offset set by the .setViewOffset method.

#.getEffectiveFOV ()

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

#.getFilmHeight ()

Returns the height of the image on the film. If .aspect is less than or equal to one (portrait format), the result equals .filmGauge.

#.getFilmWidth ()

Returns the width of the image on the film. If .aspect is greater than or equal to one (landscape format), the result equals .filmGauge.

#.getFocalLength ()

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

#.setFocalLength ( focalLength )

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

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

#.setViewOffset ( fullWidthfullHeightxywidthheight )

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:
var w = 1920; var h = 1080; var fullWidth = w * 3; var 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.

#.updateProjectionMatrix ()

Updates the camera projection matrix. Must be called after any change of parameters.

#.toJSON ()

Return camera data in JSON format.

Source

src/cameras/PerspectiveCamera.js

[출처] https://threejs.org/docs/#api/cameras/PerspectiveCamera

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