web3d / node_modules /three /src /cameras /PerspectiveCamera.d.ts
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import { Camera } from './Camera';
/**
* Camera with perspective projection.
*
* # example
* var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
* scene.add( camera );
*
* @source https://github.com/mrdoob/three.js/blob/master/src/cameras/PerspectiveCamera.js
*/
export class PerspectiveCamera extends Camera {
/**
* @param fov Camera frustum vertical field of view. Default value is 50.
* @param aspect Camera frustum aspect ratio. Default value is 1.
* @param near Camera frustum near plane. Default value is 0.1.
* @param far Camera frustum far plane. Default value is 2000.
*/
constructor(fov?: number, aspect?: number, near?: number, far?: number);
type: 'PerspectiveCamera';
isPerspectiveCamera: true;
zoom: number;
/**
* Camera frustum vertical field of view, from bottom to top of view, in degrees.
*/
fov: number;
/**
* Camera frustum aspect ratio, window width divided by window height.
*/
aspect: number;
/**
* Camera frustum near plane.
*/
near: number;
/**
* Camera frustum far plane.
*/
far: number;
focus: number;
view: null | {
enabled: boolean;
fullWidth: number;
fullHeight: number;
offsetX: number;
offsetY: number;
width: number;
height: number;
};
filmGauge: number;
filmOffset: number;
setFocalLength(focalLength: number): void;
getFocalLength(): number;
getEffectiveFOV(): number;
getFilmWidth(): number;
getFilmHeight(): number;
/**
* Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
* For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:
*
* +---+---+---+
* | A | B | C |
* +---+---+---+
* | D | E | F |
* +---+---+---+
*
* then for each monitor you would call it like this:
*
* 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 ); Note there is no reason monitors have to be the same size or in a grid.
*
* @param fullWidth full width of multiview setup
* @param fullHeight full height of multiview setup
* @param x horizontal offset of subcamera
* @param y vertical offset of subcamera
* @param width width of subcamera
* @param height height of subcamera
*/
setViewOffset(
fullWidth: number,
fullHeight: number,
x: number,
y: number,
width: number,
height: number
): void;
clearViewOffset(): void;
/**
* Updates the camera projection matrix. Must be called after change of parameters.
*/
updateProjectionMatrix(): void;
toJSON(meta?: any): any;
/**
* @deprecated Use {@link PerspectiveCamera#setFocalLength .setFocalLength()} and {@link PerspectiveCamera#filmGauge .filmGauge} instead.
*/
setLens(focalLength: number, frameHeight?: number): void;
}