[page:Object3D] → [page:Camera] →

[name]

Camera with perspective projection.

Example

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

Constructor

[name]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] )

fov — Camera frustum vertical field of view.
aspect — Camera frustum aspect ratio.
near — Camera frustum near plane.
far — Camera frustum far plane.

Properties

[property:Float fov]

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

[property:Float aspect]

Camera frustum aspect ratio, window width divided by window height.

[property:Float near]

Camera frustum near plane.

[property:Float far]

Camera frustum far plane.

Methods

[method:null setLens]( [page:Float focalLength], [page:Float frameSize] )

focalLength — focal length
frameSize — frame size
Uses focal length (in mm) to estimate and set FOV 35mm (fullframe) camera is used if frame size is not specified.
Formula based on [link:http://www.bobatkins.com/photography/technical/field_of_view.html]

[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float 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:
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.

[method:null updateProjectionMatrix]()

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

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]