Capítulo 16 de 859

Chapter 16: Camera

Core Idea

Abstract base class for cameras. This class should always be inherited when you build a new camera.

Key Concepts

  • coordinateSystem : WebGLCoordinateSystem | WebGPUCoordinateSystem: The coordinate system in which the camera is used.
  • isCamera : boolean (readonly): This flag can be used for type testing.
  • matrixWorldInverse : Matrix4: The inverse of the camera's world matrix.
  • projectionMatrix : Matrix4: The camera's projection matrix.
  • projectionMatrixInverse : Matrix4: The inverse of the camera's projection matrix.
  • reversedDepth : boolean: The flag that indicates whether the camera uses a reversed depth buffer.

Reference Tables

Constructor

Signature
new Camera() (abstract)

Properties

PropertyDescription
`.coordinateSystem : WebGLCoordinateSystemWebGPUCoordinateSystem`
.isCamera : boolean (readonly)This flag can be used for type testing.
.matrixWorldInverse : Matrix4The inverse of the camera's world matrix.
.projectionMatrix : Matrix4The camera's projection matrix.
.projectionMatrixInverse : Matrix4The inverse of the camera's projection matrix.
.reversedDepth : booleanThe flag that indicates whether the camera uses a reversed depth buffer.

Methods

MethodDescription
.getWorldDirection( target : Vector3 ) : Vector3Returns a vector representing the ("look") direction of the 3D object in world space.

Key Takeaways

  1. Camera extends: EventDispatcher → Object3D
  2. Most relevant properties: coordinateSystem, isCamera, matrixWorldInverse, projectionMatrix.
  3. Key methods: getWorldDirection.

Connects To