Doodle3D-Slicer/three.js-master/docs/api/cameras/PerspectiveCamera.html
2015-06-12 15:58:26 +02:00

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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.
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<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
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<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]
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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>
<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.
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<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.
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<h3>[method:null updateProjectionMatrix]()</h3>
<div>
Updates the camera projection matrix. Must be called after change of parameters.
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<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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