interface.RenderStateCamera
API > RenderStateCamera
Interface: RenderStateCamera
Camera related render state.
Properties
far
readonly
far:number
Camera's far clipping plane distance.
Remarks
This value must be larger than the near clipping plane. Any pixels that are farther away from the image plane will be clipped. Smaller values improves z-buffer resolution, which helps reduce z-fighting. Smaller values also increases the # objects culled, which could help improve rendering performance.
Source
@novorender/core3d/state/index.ts:264
fov
readonly
fov:number
Camera's vertical field of view.
Remarks
For pinhole cameras, this value is interpreted as the angle between the top and bottom edge of the frustum in degrees. For orthographic cameras, this value is interpreted as the distance between the top and bottom edge of the view frustum in meters.
Source
@novorender/core3d/state/index.ts:246
kind
readonly
kind:"pinhole"
|"orthographic"
The type of camera projection to use.
See
Source
@novorender/core3d/state/index.ts:222
near
readonly
near:number
Camera's near clipping plane distance.
Remarks
This value must be larger than 0, preferable as large as it can comfortable be without excessive visual clipping artifacts. Any pixels that are closer to the image plane will be clipped. Larger values will greatly improve z-buffer resolution, which helps reduce z-fighting.
Source
@novorender/core3d/state/index.ts:255
pivot
readonly
pivot:undefined
|ReadonlyVec3
Camera pivot point in world space.
Remarks
This is used to visualize a point around which the camera will pivot when moved. (Currently not implemented)
Source
@novorender/core3d/state/index.ts:239
position
readonly
position:ReadonlyVec3
Camera position in world space.
Source
@novorender/core3d/state/index.ts:225
rotation
readonly
rotation:ReadonlyQuat
Camera rotation in world space.
Remarks
This rotation is from camera->world space, much like that of a local->world space transformation of any rendered object. It should not be confused with the inverse transformation, i.e. world->camera space, commonly used in shaders.