Capítulo 321 de 859
This helps with visualizing what a camera contains in its frustum. It visualizes the frustum of a camera using a line segments.
Based on frustum visualization in lightgl.js shadowmap example.
CameraHelper must be a child of the scene.
When the camera is transformed or its projection matrix is changed, it's necessary to call the update() method of the respective helper.
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const helper = new THREE.CameraHelper( camera );
scene.add( helper );
Constructor
| Signature |
|---|
new CameraHelper( camera : Camera ) |
Properties
| Property | Description |
|---|---|
.camera : Camera | The camera being visualized. |
.pointMap : Object.<string, Array.<number>> | This contains the points used to visualize the camera. |
Methods
| Method | Description |
|---|---|
.dispose() | Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app. |
.setColors( frustum : Color, cone : Color, up : Color, target : Color, cross : Color ) : CameraHelper | Defines the colors of the helper. |
.update() | Updates the helper based on the projection matrix of the camera. |