How to use the Camera function from three
Find comprehensive JavaScript three.Camera code examples handpicked from public code repositorys.
three.Camera is a base class for different types of cameras used in Three.js 3D rendering library.
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this.render = function ( scene, camera ) { if ( camera instanceof THREE.Camera === false ) { console.error( 'CanvasRenderer.render: camera is not an instance of THREE.Camera.' ); return; }
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GitHub: edankwan/hyper-mix
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// alert( 'No EXT_blend_minmax support!' ); // // return; // } _scene = new THREE.Scene(); _camera = new THREE.Camera(); _camera.position.z = 1; _copyShader = new THREE.RawShaderMaterial({ uniforms: {
+ 13 other calls in file
How does three.Camera work?
three.Camera
is a base class for defining a camera view in a 3D scene by defining its position, orientation, and projection parameters. It provides properties and methods for setting up and manipulating the camera's position, orientation, and view matrix, as well as projection-related parameters such as the field of view, aspect ratio, and near/far clipping planes.
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Define a new instance of THREE.CubemapToEquirectangular. ```js // create renderer, scene, camera, etc. var renderer = new THREE.WebGLRenderer(); var scene = new THREE.Scene(); var camera = new THREE.Camera( /* ... */ ); // Create a managed CubemapToEquirectangular var equiManaged = new CubemapToEquirectangular( renderer, true );
+ 11 other calls in file
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precisionPrefix = 'precision ' + renderer.capabilities.precision + ' float;\n' // precisionPrefix = 'precision mediump float;\n' _scene = new THREE.Scene() _camera = new THREE.Camera() _camera.position.z = 1 vertexShader = precisionPrefix + glslify('../glsl/quad.vert')
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Ai Example
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import * as THREE from "three"; const camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 ); camera.position.set(0, 0, 10);
This creates a new PerspectiveCamera object with a field of view of 45 degrees, an aspect ratio equal to the window width divided by the window height, a near clipping plane of 1 unit, and a far clipping plane of 1000 units. The camera is positioned at (0, 0, 10) in 3D space.
GitHub: umamiMike/Constraint
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alert( 'No OES_texture_float support for float textures!' ); return; } _fboScene = new THREE.Scene(); _fboCamera = new THREE.Camera(); _fboCamera.position.z = 1; _copyShader = new THREE.ShaderMaterial({ uniforms: {
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_motionRenderTarget = fboHelper.createRenderTarget(1, 1, THREE.RGBAFormat, THREE.FloatType); _motionRenderTarget.depthBuffer = true; _linesRenderTarget = fboHelper.createRenderTarget(1, 1, THREE.RGBAFormat, THREE.FloatType); _linesCamera = new THREE.Camera(); _linesCamera.position.z = 1.0; _linesScene = new THREE.Scene(); _super.init.call(this, {
GitHub: jsdf/robot-control
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} } export default class Robot { scene: THREE.Scene; camera: THREE.Camera; renderer: THREE.Renderer; targetProxies: Array<THREE.Object3D> = []; rotationControls: Array<THREE.Object3D> = []; debugLog: string => void;
GitHub: VeinKowal/veins
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_this.seaLevel = new THREE.Object3D(); // target is on seaLevel's z axis and target.position.z is the DEM altitude _this.target = new THREE.Object3D(); _this.target.rotation.order = 'ZXY'; // camera look at target _this.camera = new THREE.Camera(); _this.add(_this.seaLevel); _this.seaLevel.add(_this.target);
+ 10 other calls in file
GitHub: gchinis/ARWayFinding
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renderer.setSize(video.width, video.height); document.body.appendChild(renderer.domElement); var scene = new THREE.Scene(); var camera = new THREE.Camera(); camera.matrixAutoUpdate = false; camera.projectionMatrix.copy(cameraProjectionMatrix); scene.add(camera);
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this._svg.style.backgroundColor = this.getSvgColor( this._clearColor, this._clearAlpha ); }; render = function ( scene:THREE.Scene, camera:THREE.Camera ) { if ( camera instanceof THREE.Camera === false ) { console.error( 'THREE.SVGRenderer.render: camera is not an instance of THREE.Camera.' ); return; } var background = scene.background; if ( background && background['isColor'] ) {
three.Vector3 is the most popular function in three (22341 examples)