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<!DOCTYPE html>
< html lang = "zh" >
< head >
< meta charset = "utf-8" / >
< base href = "../../../" / >
< script src = "page.js" > < / script >
< link type = "text/css" rel = "stylesheet" href = "page.css" / >
< / head >
< body >
[page:Object3D] →
< h1 > 摄像机([name]) < / h1 >
< p class = "desc" >
摄像机的抽象基类。在构建新摄像机时,应始终继承此类。
< / p >
< h2 > 构造函数< / h2 >
< h3 > [name]()< / h3 >
< p >
创建一个新的[name](摄像机)。注意:这个类并不是被直接调用的;你所想要的或许是一个 [page:PerspectiveCamera](透视摄像机)或者 [page:OrthographicCamera](正交摄像机)。
< / p >
< h2 > 属性< / h2 >
< p > 共有属性请参见其基类[page:Object3D]< / p >
< h3 > [property:Boolean isCamera]< / h3 >
< p >
只读属性,用于检查给定对象是否为[name]类型。
< / p >
< h3 > [property:Layers layers]< / h3 >
< p >
摄像机是一个[page:Layers layers]的成员. 这是一个从[page:Object3D]继承而来的属性。< br / > < br / >
当摄像机的视点被渲染的时候,物体必须和当前被看到的摄像机共享至少一个层。
< / p >
< h3 > [property:Matrix4 matrixWorldInverse]< / h3 >
< p >
这是matrixWorld矩阵的逆矩阵。 MatrixWorld包含了相机的世界变换矩阵。
< / p >
< h3 > [property:Matrix4 projectionMatrix]< / h3 >
< p > 这是投影变换矩阵。< / p >
< h3 > [property:Matrix4 projectionMatrixInverse]< / h3 >
< p > 这是投影变换矩阵的逆矩阵。< / p >
< h2 > 方法< / h2 >
< p > 共有方法请参见其基类[page:Object3D]。< / p >
< h3 > [method:Camera clone]( )< / h3 >
< p >
返回一个具有和当前相机的属性一样的新的相机。
< / p >
< h3 > [method:this copy]( [param:Camera source], [param:Boolean recursive] )< / h3 >
< p >
将源摄像机的属性复制到新摄像机中。
< / p >
< h3 > [method:Vector3 getWorldDirection]( [param:Vector3 target] )< / h3 >
< p >
[page:Vector3 target] — 调用该函数的结果将复制给该Vector3对象。< br / > < br / >
返回一个能够表示当前摄像机所正视的世界空间方向的[page:Vector3]对象。
( 注意: 摄像机俯视时, 其Z轴坐标为负。) < br / > < br / >
< / p >
< h2 > 源代码< / h2 >
< p >
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
< / p >
< / body >
< / html >