threejs-camera

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When to use this skill

何时使用此技能

ALWAYS use this skill when the user mentions:
  • Switching perspective vs orthographic,
    fov
    ,
    aspect
    ,
    zoom
    ,
    near
    ,
    far
  • CubeCamera
    for real-time environment maps or reflections (update rate caveats)
  • ArrayCamera
    /
    StereoCamera
    for multi-view or stereo off-axis projection (non-XR)
IMPORTANT: camera vs webxr vs post
TopicSkill
Standard desktop projectionthreejs-camera
XR reference spaces, IPDthreejs-webxr
Offscreen pass cameras inside composerthreejs-postprocessing
Trigger phrases include:
  • "PerspectiveCamera", "OrthographicCamera", "CubeCamera", "aspect", "near", "far"
  • "透视相机", "正交", "立方体相机"
当用户提及以下内容时,务必使用此技能:
  • 透视与正交视图切换、
    fov
    、
    aspect
    、
    zoom
    、
    near
    、
    far
  • 用于实时光环境贴图或反射的
    CubeCamera
    (注意更新频率限制)
  • 用于多视图或立体离轴投影(非XR)的
    ArrayCamera
    /
    StereoCamera
重要提示:相机、WebXR 与后期处理的区别
主题对应技能
标准桌面端投影threejs-camera
XR 参考空间、瞳距(IPD)threejs-webxr
合成器中的离屏通道相机threejs-postprocessing
触发短语包括:
  • "PerspectiveCamera", "OrthographicCamera", "CubeCamera", "aspect", "near", "far"
  • "透视相机", "正交", "立方体相机"

How to use this skill

如何使用此技能

  1. Perspective: set
    aspect
    = width/height; update on resize (threejs-renderers example workflow).
  2. Orthographic: define
    left/right/top/bottom
    in world units for CAD/2.5D views.
  3. Near/far: balance depth precision vs containing scene bounds; relate to fog (threejs-scenes).
  4. CubeCamera: position at reflection probe; call
    update
    when scene static enough; use render target outputs per docs.
  5. Stereo/Array: advanced; cite docs for eye parameters; defer XR to threejs-webxr.
  6. Projection matrix: call
    updateProjectionMatrix()
    after parameter edits.
  7. Helpers:
    CameraHelper
    lives in threejs-helpers.
See examples/workflow-perspective-resize.md.
  1. 透视相机:设置
    aspect
    = 宽度/高度;在窗口 resize 时更新(参考 threejs-renderers 的示例工作流)。
  2. 正交相机:以世界单位定义
    left/right/top/bottom
    ,适用于 CAD/2.5D 视图。
  3. 近/远裁剪面:平衡深度精度与场景包围范围;与雾效相关时参考 threejs-scenes。
  4. CubeCamera:放置在反射探针位置;当场景足够静态时调用
    update
    ;按文档使用渲染目标输出。
  5. 立体/阵列相机:高级用法;引用眼部参数的官方文档;XR 相关问题请转交 threejs-webxr。
  6. 投影矩阵:修改参数后调用
    updateProjectionMatrix()
    。
  7. 辅助工具:
    CameraHelper
    位于 threejs-helpers 技能中。
参见 examples/workflow-perspective-resize.md。

Doc map (official)

文档导航(官方)

Scope

适用范围

  • In scope: Core camera classes and parameters; cube/array/stereo overview.
  • Out of scope: WebXR reference spaces, eye matrices, session lifecycle (threejs-webxr); shadow map camera tuning (threejs-lights); pass-internal cameras in composer (threejs-postprocessing).
  • 适用范围: 核心相机类与参数;立方/阵列/立体相机概述。
  • 不适用范围: WebXR 参考空间、眼部矩阵、会话生命周期(参见 threejs-webxr);阴影贴图相机调优(参见 threejs-lights);合成器内部的通道相机(参见 threejs-postprocessing)。

Common pitfalls and best practices

常见陷阱与最佳实践

  • Wrong
    aspect
    after resize stretches image—always sync with canvas.
  • Too small
    near
    hurts depth precision in large worlds.
  • CubeCamera
    every frame is expensive—throttle for performance.
  • 窗口 resize 后
    aspect
    错误会导致图像拉伸——务必与画布同步。
  • 大型场景中
    near
    值过小会损失深度精度。
  • 每帧更新
    CubeCamera
    性能开销大——请做节流处理以提升性能。

Documentation and version

文档与版本

Camera parameters and
CubeCamera
update behavior follow the Cameras section of three.js docs. WebXR uses different projection paths—hand off to threejs-webxr when the user mentions headsets or reference spaces.
相机参数与
CubeCamera
的更新行为遵循 three.js 文档 中的相机板块。WebXR 使用不同的投影路径——当用户提及头显或参考空间时,请转交 threejs-webxr 处理。

Agent response checklist

Agent 响应检查清单

When answering under this skill, prefer responses that:
  1. Link
    PerspectiveCamera
    ,
    OrthographicCamera
    , or
    CubeCamera
    as relevant.
  2. Pair resize with threejs-renderers
    setSize
    / DPR patterns when relevant.
  3. Route
    XR
    /
    WebXRManager
    questions to threejs-webxr after one-line renderer mention.
  4. Mention
    updateProjectionMatrix()
    after intrinsic changes.
  5. Use threejs-helpers
    CameraHelper
    for shadow frustum debug when discussing lights.
在此技能下回答问题时,优先遵循以下原则:
  1. 按需关联
    PerspectiveCamera
    、
    OrthographicCamera
    或
    CubeCamera
    的文档。
  2. 相关场景下,将 resize 逻辑与 threejs-renderers 的
    setSize
    / 设备像素比(DPR)模式结合说明。
  3. 对于
    XR
    /
    WebXRManager
    相关问题,在简要提及渲染器后转交 threejs-webxr 处理。
  4. 在相机内参修改后,提及
    updateProjectionMatrix()
    。
  5. 讨论灯光相关的阴影视锥体调试时,使用 threejs-helpers 中的
    CameraHelper
    。

References

参考资料

Keywords

关键词

English: perspectivecamera, orthographiccamera, cubecamera, projection, aspect, near, far, three.js
中文: 相机、透视、正交、投影、近裁剪、远裁剪、CubeCamera、three.js
英文: perspectivecamera, orthographiccamera, cubecamera, projection, aspect, near, far, three.js
中文: 相机、透视、正交、投影、近裁剪、远裁剪、CubeCamera、three.js