mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
120 lines
3.3 KiB
HTML
Executable File
120 lines
3.3 KiB
HTML
Executable File
<!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] → [page:Camera] →
|
|
|
|
<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]
|
|
</body>
|
|
</html>
|