<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <script src="../../list.js"></script> <script src="../../page.js"></script> <link type="text/css" rel="stylesheet" href="../../page.css" /> </head> <body> [page:Object3D] → <h1>[name]</h1> <div class="desc">Abstract base class for cameras. This class should always be inherited when you build a new camera.</div> <h2>Constructor</h2> <h3>[name]()</h3> <div> This constructor sets the following properties to the correct type: matrixWorldInverse and projectionMatrix. </div> <h2>Properties</h2> <h3>[property:Matrix4 matrixWorldInverse]</h3> <div>This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.</div> <h3>[property:Matrix4 projectionMatrix]</h3> <div>This is the matrix which contains the projection.</div> <h2>Methods</h2> <h3>[method:null lookAt]( [page:Vector3 vector] )</h3> <div> vector — point to look at<br /> <br /> This makes the camera look at the vector position in the global space as long as the parent of this camera is the scene or at position (0,0,0). </div> <h2>Source</h2> [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] </body> </html>