@novorender/api / RenderStateCamera
Interface: RenderStateCamera
Defined in: @novorender/src/core3d/state/index.ts:227
Camera related render state.
Properties
far
readonly far: number;
Defined in: @novorender/src/core3d/state/index.ts:275
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.
fov
readonly fov: number;
Defined in: @novorender/src/core3d/state/index.ts:257
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.
kind
readonly kind: "pinhole" | "orthographic";
Defined in: @novorender/src/core3d/state/index.ts:233
The type of camera projection to use.
See
near
readonly near: number;
Defined in: @novorender/src/core3d/state/index.ts:266
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.
pivot
readonly pivot: undefined | ReadonlyVec3;
Defined in: @novorender/src/core3d/state/index.ts:250
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)
position
readonly position: ReadonlyVec3;
Defined in: @novorender/src/core3d/state/index.ts:236
Camera position in world space.
rotation
readonly rotation: ReadonlyQuat;
Defined in: @novorender/src/core3d/state/index.ts:243
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.