Used to create a PerspectiveCamera and its projection, model and view matrices.

GPUCurtainsRenderer and GPUCameraRenderer automatically create their own PerspectiveCamera under the hood, so it is unlikely you'd have to create one by yourself.

PerspectiveCamera default perspective settings are:

Also note that the PerspectiveCamera default position is set at (0, 0, 10) so the object created with a default size do not appear too big nor too small.

Hierarchy (View Summary)

Constructors

Properties

uuid: string

The universal unique id of the Camera.

onMatricesChanged?: () => void

Callback to execute when one of the camera matrices changed.

CSSPerspective: number

A number representing what CSS perspective value (in pixel) should be used to obtain the same perspective effect as this Camera. Useful only with PerspectiveCamera.

visibleSize: RectSize

An object containing the visible width / height at a given z-depth from our camera parameters.

forceAspect: number | false

Eventual aspect ratio of the PerspectiveCamera to use.

size: RectSize

The PerspectiveCamera frustum width and height.

transforms: Object3DTransforms
up: Vec3

Vec3 used by the lookAt method, to determine the orientation of the result. Default to new Vec3(0, 1, 0).

actualPosition: Vec3

Vec3 holding the actual position of this Object3D from its worldMatrix.

children: Object3D[]

Children Object3D in the scene graph, used to compute their own worldMatrix.

object3DIndex: number

Index (order of creation) of this Object3D. Used in the parent / children relation.

matricesNeedUpdate: boolean

Whether at least one of this Object3D matrix needs an update.

Accessors

Methods