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https://github.com/Doodle3D/Doodle3D-Slicer.git
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120 lines
3.3 KiB
HTML
Executable File
120 lines
3.3 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<script src="../../list.js"></script>
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<script src="../../page.js"></script>
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<link type="text/css" rel="stylesheet" href="../../page.css" />
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</head>
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<body>
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[page:Object3D] → [page:Camera] →
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<h1>[name]</h1>
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<div class="desc">Camera with perspective projection.</div>
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<h2>Example</h2>
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<code>var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
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scene.add( camera );</code>
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<h2>Constructor</h2>
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<h3>[name]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] )</h3>
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<div>
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fov — Camera frustum vertical field of view.<br />
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aspect — Camera frustum aspect ratio.<br />
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near — Camera frustum near plane.<br />
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far — Camera frustum far plane.
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</div>
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<h2>Properties</h2>
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<h3>[property:Float fov]</h3>
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<div>Camera frustum vertical field of view, from bottom to top of view, in degrees.</div>
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<h3>[property:Float aspect]</h3>
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<div>Camera frustum aspect ratio, window width divided by window height.</div>
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<h3>[property:Float near]</h3>
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<div>Camera frustum near plane.</div>
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<h3>[property:Float far]</h3>
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<div>Camera frustum far plane.</div>
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<h2>Methods</h2>
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<h3>[method:null setLens]( [page:Float focalLength], [page:Float frameSize] )</h3>
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<div>
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focalLength — focal length<br />
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frameSize — frame size
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</div>
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<div>
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Uses focal length (in mm) to estimate and set FOV 35mm (fullframe) camera is used if frame size is not specified.<br />
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Formula based on [link:http://www.bobatkins.com/photography/technical/field_of_view.html]
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</div>
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<h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
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<div>
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fullWidth — full width of multiview setup<br />
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fullHeight — full height of multiview setup<br />
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x — horizontal offset of subcamera<br />
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y — vertical offset of subcamera<br />
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width — width of subcamera<br />
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height — height of subcamera
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</div>
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<div>
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Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
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</div>
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<div>
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For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:<br />
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<pre>+---+---+---+
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| A | B | C |
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+---+---+---+
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| D | E | F |
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+---+---+---+</pre>
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then for each monitor you would call it like this:<br />
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<code>var w = 1920;
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var h = 1080;
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var fullWidth = w * 3;
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var fullHeight = h * 2;
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// A
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camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
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// B
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camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
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// C
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camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
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// D
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camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
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// E
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camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
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// F
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camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
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</code>
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Note there is no reason monitors have to be the same size or in a grid.
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</div>
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<h3>[method:null updateProjectionMatrix]()</h3>
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<div>
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Updates the camera projection matrix. Must be called after change of parameters.
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</div>
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<h2>Source</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</body>
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</html>
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