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		[page:Object3D] &rarr; [page:Camera] &rarr;

		<h1>[name]</h1>

		<div class="desc">Camera with perspective projection.</div>


		<h2>Example</h2>

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


		<h2>Constructor</h2>

		<h3>[name]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] )</h3>
		<div>
		fov — Camera frustum vertical field of view.<br />
		aspect — Camera frustum aspect ratio.<br />
		near — Camera frustum near plane.<br />
		far — Camera frustum far plane.
		</div>


		<h2>Properties</h2>

		<h3>[property:Float fov]</h3>
		<div>Camera frustum vertical field of view, from bottom to top of view, in degrees.</div>

		<h3>[property:Float aspect]</h3>
		<div>Camera frustum aspect ratio, window width divided by window height.</div>

		<h3>[property:Float near]</h3>
		<div>Camera frustum near plane.</div>

		<h3>[property:Float far]</h3>
		<div>Camera frustum far plane.</div>


		<h2>Methods</h2>

		<h3>[method:null setLens]( [page:Float focalLength], [page:Float frameSize] )</h3>
		<div>
		focalLength — focal length<br />
		frameSize — frame size
		</div>

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

		<h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
		<div>
		fullWidth — full width of multiview setup<br />
		fullHeight — full height of multiview setup<br />
		x — horizontal offset of subcamera<br />
		y — vertical offset of subcamera<br />
		width — width of subcamera<br />
		height — height of subcamera
		</div>

		<div>
		Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
		</div>

		<div>
		For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:<br />

		<pre>+---+---+---+
| A | B | C |
+---+---+---+
| D | E | F |
+---+---+---+</pre>

		then for each monitor you would call it like this:<br />

		<code>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 );
</code>

		Note there is no reason monitors have to be the same size or in a grid.
		</div>

		<h3>[method:null updateProjectionMatrix]()</h3>
		<div>
		Updates the camera projection matrix. Must be called after change of parameters.
		</div>


		<h2>Source</h2>

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