The field of view.
The aspect is the ratio width / height.
The distance of the near plane from the camera.
The distance of the far plane from the camera.
The aspect ratio (width / height) of the camera viewport.
The aspect ratio (width / height) of the camera viewport.
The position of the camera, a vector.
The position of the camera, a vector.
The distance to the far plane.
The distance to the far plane.
The field of view is the (planar) angle (magnitude) in the camera horizontal plane that encloses object that can be seen. Measured in radians.
The field of view is the (planar) angle (magnitude) in the camera horizontal plane that encloses object that can be seen. Measured in radians.
The point that is being looked at.
The point that is being looked at.
The distance to the near plane.
The distance to the near plane.
The name of the uniform mat4 variable in the vertex shader that receives the projection matrix value.
The default name is uProjection
.
The name of the uniform mat4 variable in the vertex shader that receives the projection matrix value.
The default name is uProjection
.
The approximate up direction.
The approximate up direction.
The name of the uniform mat4 variable in the vertex shader that receives the view matrix value.
The default name is uView
.
The name of the uniform mat4 variable in the vertex shader that receives the view matrix value.
The default name is uView
.
Converts from image cube coordinates to world coordinates.
The x-coordinate in the image cube. -1 <= x <= +1.
The y-coordinate in the image cube. -1 <= y <= +1.
The z-coordinate in the image cube. -1 <= z <= +1.
Generated using TypeDoc
The
PerspectiveCamera
provides projection matrix and view matrix uniforms to the currentMaterial
.The
PerspectiveCamera
plays the role of a host in the Visitor pattern. TheFacetVistor
will normally be aMaterial
implementation. The accepting method is calledsetUniforms
.const ambients: Facet[] = [] const camera = new EIGHT.PerspectiveCamera() camera.aspect = canvas.clientWidth / canvas.clientHeight camera.eye = Geometric3.copyVector(R3.e3) ambients.push(camera) scene.draw(ambients)
The camera is initially positioned at e3.