Class Camera
Hierarchy
-
Node
- Camera
Implements
Index
Constructors
Properties
- animations
- camera
Rig Mode - custom
Render Targets - fov
- fov
Mode - id
- inertia
- inputs
- inspectable
Custom Properties - interaxial
Distance - is
Intermediate - is
Rig Camera - is
Stereoscopic Side BySide - layer
Mask - maxZ
- metadata
- minZ
- mode
- name
- on
After Check Inputs Observable - on
Dispose Observable - on
Projection Matrix Changed Observable - on
Ready - on
Restore State Observable - on
View Matrix Changed Observable - ortho
Bottom - ortho
Left - ortho
Right - ortho
Top - output
Render Target - reserved
Data Store - rig
Parent - state
- unique
Id - viewport
- FOVMODE_
HORIZONTAL_ FIXED - FOVMODE_
VERTICAL_ FIXED - Force
Attach Control ToAlways Prevent Default - ORTHOGRAPHIC_
CAMERA - PERSPECTIVE_
CAMERA - RIG_
MODE_ CUSTOM - RIG_
MODE_ NONE - RIG_
MODE_ STEREOSCOPIC_ ANAGLYPH - RIG_
MODE_ STEREOSCOPIC_ INTERLACED - RIG_
MODE_ STEREOSCOPIC_ OVERUNDER - RIG_
MODE_ STEREOSCOPIC_ SIDEBYSIDE_ CROSSEYED - RIG_
MODE_ STEREOSCOPIC_ SIDEBYSIDE_ PARALLEL - RIG_
MODE_ VR - RIG_
MODE_ WEBVR
Accessors
Methods
- _get
First Post Process - add
Behavior - attach
Control - attach
Post Process - begin
Animation - clone
- compute
World Matrix - create
Animation Range - delete
Animation Range - detach
Control - detach
Post Process - dispose
- freeze
Projection Matrix - get
Active Meshes - get
Animation ByName - get
Animation Range - get
Animation Ranges - get
Behavior ByName - get
Child Meshes - get
Children - get
Class Name - get
Descendants - get
Direction - get
Direction ToRef - get
Engine - get
Forward Ray - get
Forward Ray ToRef - get
Hierarchy Bounding Vectors - get
Left Target - get
Projection Matrix - get
Right Target - get
Scene - get
Transformation Matrix - get
View Matrix - get
World Matrix - is
Active Mesh - is
Completely InFrustum - is
Descendant Of - is
Disposed - is
Enabled - is
InFrustum - is
Ready - remove
Behavior - restore
State - serialize
- serialize
Animation Ranges - set
Enabled - store
State - to
String - unfreeze
Projection Matrix - update
- Add
Node Constructor - Construct
- Get
Constructor From Name - Parse
- Parse
Animation Ranges
Constructors
constructor
-
Instantiates a new camera object. This should not be used directly but through the inherited cameras: ArcRotate, Free...
Parameters
-
name: string
Defines the name of the camera in the scene
-
position: Vector3
Defines the position of the camera
-
scene: Scene
Defines the scene the camera belongs too
-
Optional setActiveOnSceneIfNoneActive: boolean
Defines if the camera should be set as active after creation if no other camera have been defined in the scene
Returns Camera
-
Properties
animationsSearch playground for animations
Gets a list of Animations associated with the node
camera Rig ModeSearch playground for cameraRigMode
Rig mode of the camera. This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes. This is normally controlled byt the camera themselves as internal use.
custom Render TargetsSearch playground for customRenderTargets
Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere else in the scene. (Eg. security camera)
To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
fovSearch playground for fov
Field Of View is set in Radians. (default is 0.8)
fov ModeSearch playground for fovMode
fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
idSearch playground for id
Gets or sets the id of the node
inertiaSearch playground for inertia
Define the default inertia of the camera. This helps giving a smooth feeling to the camera movement.
inputsSearch playground for inputs
Define the input manager associated with the camera.
inspectable Custom PropertiesSearch playground for inspectableCustomProperties
List of inspectable custom properties (used by the Inspector)
interaxial DistanceSearch playground for interaxialDistance
Defines the distance between both "eyes" in case of a RIG
is IntermediateSearch playground for isIntermediate
Define whether the camera is intermediate. This is useful to not present the output directly to the screen in case of rig without post process for instance
is Rig CameraSearch playground for isRigCamera
Is this camera a part of a rig system?
is Stereoscopic Side BySideSearch playground for isStereoscopicSideBySide
Defines if stereoscopic rendering is done side by side or over under.
layer MaskSearch playground for layerMask
Restricts the camera to viewing objects with the same layerMask. A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
maxZSearch playground for maxZ
Define the maximum distance the camera can see to. This is important to note that the depth buffer are not infinite and the further it end the more your scene might encounter depth fighting issue.
metadataSearch playground for metadata
Gets or sets an object used to store user defined information for the node
minZSearch playground for minZ
Define the minimum distance the camera can see from. This is important to note that the depth buffer are not infinite and the closer it starts the more your scene might encounter depth fighting issue.
modeSearch playground for mode
Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
nameSearch playground for name
Gets or sets the name of the node
on After Check Inputs ObservableSearch playground for onAfterCheckInputsObservable
Observable triggered when the inputs have been processed.
on Dispose ObservableSearch playground for onDisposeObservable
An event triggered when the mesh is disposed
on Projection Matrix Changed ObservableSearch playground for onProjectionMatrixChangedObservable
Observable triggered when the camera Projection matrix has changed.
on ReadySearch playground for onReady
Callback raised when the node is ready to be used
on Restore State ObservableSearch playground for onRestoreStateObservable
Observable triggered when reset has been called and applied to the camera.
on View Matrix Changed ObservableSearch playground for onViewMatrixChangedObservable
Observable triggered when the camera view matrix has changed.
ortho BottomSearch playground for orthoBottom
Define the current limit on the bottom side for an orthographic camera In scene unit
ortho LeftSearch playground for orthoLeft
Define the current limit on the left side for an orthographic camera In scene unit
ortho RightSearch playground for orthoRight
Define the current limit on the right side for an orthographic camera In scene unit
ortho TopSearch playground for orthoTop
Define the current limit on the top side for an orthographic camera In scene unit
output Render TargetSearch playground for outputRenderTarget
When set, the camera will render to this render target instead of the default canvas
If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
reserved Data StoreSearch playground for reservedDataStore
For internal use only. Please do not use.
Optional rig ParentSearch playground for rigParent
If isRigCamera set to true this will be set with the parent camera. The parent camera is not (!) necessarily the .parent of this camera (like in the case of XR)
stateSearch playground for state
Gets or sets a string used to store user defined state for the node
unique IdSearch playground for uniqueId
Gets or sets the unique id of the node
viewportSearch playground for viewport
Define the viewport of the camera. This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
Static Readonly FOVMODE_ HORIZONTAL_ FIXEDSearch playground for FOVMODE_HORIZONTAL_FIXED
This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
Static Readonly FOVMODE_ VERTICAL_ FIXEDSearch playground for FOVMODE_VERTICAL_FIXED
This is the default FOV mode for perspective cameras. This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
Static Force Attach Control ToAlways Prevent DefaultSearch playground for ForceAttachControlToAlwaysPreventDefault
Defines if by default attaching controls should prevent the default javascript event to continue.
Static Readonly ORTHOGRAPHIC_ CAMERASearch playground for ORTHOGRAPHIC_CAMERA
This helps creating camera with an orthographic mode. Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
Static Readonly PERSPECTIVE_ CAMERASearch playground for PERSPECTIVE_CAMERA
This is the default projection mode used by the cameras. It helps recreating a feeling of perspective and better appreciate depth. This is the best way to simulate real life cameras.
Static Readonly RIG_ MODE_ CUSTOMSearch playground for RIG_MODE_CUSTOM
Custom rig mode allowing rig cameras to be populated manually with any number of cameras
Static Readonly RIG_ MODE_ NONESearch playground for RIG_MODE_NONE
This specifies ther is no need for a camera rig. Basically only one eye is rendered corresponding to the camera.
Static Readonly RIG_ MODE_ STEREOSCOPIC_ ANAGLYPHSearch playground for RIG_MODE_STEREOSCOPIC_ANAGLYPH
Simulates a camera Rig with one blue eye and one red eye. This can be use with 3d blue and red glasses.
Static Readonly RIG_ MODE_ STEREOSCOPIC_ INTERLACEDSearch playground for RIG_MODE_STEREOSCOPIC_INTERLACED
Defines that both eyes of the camera will be rendered on successive lines interlaced for passive 3d monitors.
Static Readonly RIG_ MODE_ STEREOSCOPIC_ OVERUNDERSearch playground for RIG_MODE_STEREOSCOPIC_OVERUNDER
Defines that both eyes of the camera will be rendered over under each other.
Static Readonly RIG_ MODE_ STEREOSCOPIC_ SIDEBYSIDE_ CROSSEYEDSearch playground for RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED
Defines that both eyes of the camera will be rendered side by side with a none parallel target.
Static Readonly RIG_ MODE_ STEREOSCOPIC_ SIDEBYSIDE_ PARALLELSearch playground for RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL
Defines that both eyes of the camera will be rendered side by side with a parallel target.
Static Readonly RIG_ MODE_ VRSearch playground for RIG_MODE_VR
Defines that both eyes of the camera should be renderered in a VR mode (carbox).
Static Readonly RIG_ MODE_ WEBVRSearch playground for RIG_MODE_WEBVR
Defines that both eyes of the camera should be renderered in a VR mode (webVR).
Accessors
absolute Rotation
-
Returns the current camera absolute rotation
Returns Quaternion
animation Properties Override
-
Gets or sets the animation properties override
Returns Nullable<AnimationPropertiesOverride>
-
Gets or sets the animation properties override
Parameters
-
value: Nullable<AnimationPropertiesOverride>
Returns any
-
behaviors
do Not Serialize
-
Gets or sets a boolean used to define if the node must be serialized
Returns boolean
-
Gets or sets a boolean used to define if the node must be serialized
Parameters
-
value: boolean
Returns any
-
global Position
-
Gets the current world space position of the camera.
Returns Vector3
is Left Camera
-
Gets the left camera of a rig setup in case of Rigged Camera
Returns boolean
is Right Camera
-
Gets the right camera of a rig setup in case of Rigged Camera
Returns boolean
left Camera
-
Gets the left camera of a rig setup in case of Rigged Camera
Returns Nullable<FreeCamera>
on Dispose
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Sets a callback that will be raised when the node will be disposed
Parameters
-
callback: () => void
-
-
Returns void
-
-
Returns any
-
parent
position
rig Post Process
-
Gets the post process used by the rig cameras
Returns Nullable<PostProcess>
right Camera
-
Gets the right camera of a rig setup in case of Rigged Camera
Returns Nullable<FreeCamera>
up Vector
world Matrix From Cache
-
Returns directly the latest state of the mesh World matrix. A Matrix is returned.
Returns Matrix
Methods
_get First Post ProcessSearch playground for _getFirstPostProcess
-
Internal, gets the first post proces.
Returns Nullable<PostProcess>
the first post process to be run on this camera.
add BehaviorSearch playground for addBehavior
attach ControlSearch playground for attachControl
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Attach the input controls to a specific dom element to get the input from.
Parameters
-
Optional noPreventDefault: boolean
Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
Returns void
-
-
Attach the input controls to a specific dom element to get the input from.
Parameters
-
ignored: any
defines an ignored parameter kept for backward compatibility. If you want to define the source input element, you can set engine.inputElement before calling camera.attachControl
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Optional noPreventDefault: boolean
Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault) BACK COMPAT SIGNATURE ONLY.
Returns void
-
attach Post ProcessSearch playground for attachPostProcess
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Attach a post process to the camera.
Parameters
-
postProcess: PostProcess
The post process to attach to the camera
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Optional insertAt: Nullable<number>
The position of the post process in case several of them are in use in the scene
Returns number
the position the post process has been inserted at
-
begin AnimationSearch playground for beginAnimation
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Will start the animation sequence
Parameters
-
name: string
defines the range frames for animation sequence
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Optional loop: boolean
defines if the animation should loop (false by default)
-
Optional speedRatio: number
defines the speed factor in which to run the animation (1 by default)
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Optional onAnimationEnd: () => void
defines a function to be executed when the animation ended (undefined by default)
-
-
Returns void
-
-
Returns Nullable<Animatable>
the object created for this animation. If range does not exist, it will return null
-
cloneSearch playground for clone
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Clones the current camera.
Parameters
-
name: string
The cloned camera name
Returns Camera
the cloned camera
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compute World MatrixSearch playground for computeWorldMatrix
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Compute the world matrix of the camera.
Returns Matrix
the camera world matrix
create Animation RangeSearch playground for createAnimationRange
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Creates an animation range for this node
Parameters
-
name: string
defines the name of the range
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from: number
defines the starting key
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to: number
defines the end key
Returns void
-
delete Animation RangeSearch playground for deleteAnimationRange
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Delete a specific animation range
Parameters
-
name: string
defines the name of the range to delete
-
Optional deleteFrames: boolean
defines if animation frames from the range must be deleted as well
Returns void
-
detach ControlSearch playground for detachControl
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Detach the current controls from the specified dom element.
Returns void
-
Detach the current controls from the specified dom element.
Parameters
-
ignored: any
defines an ignored parameter kept for backward compatibility. If you want to define the source input element, you can set engine.inputElement before calling camera.attachControl
Returns void
-
detach Post ProcessSearch playground for detachPostProcess
-
Detach a post process to the camera.
Parameters
-
postProcess: PostProcess
The post process to detach from the camera
Returns void
-
disposeSearch playground for dispose
-
Releases resources associated with this node.
Parameters
-
Optional doNotRecurse: boolean
Set to true to not recurse into each children (recurse into each children by default)
-
Optional disposeMaterialAndTextures: boolean
Set to true to also dispose referenced materials and textures (false by default)
Returns void
-
freeze Projection MatrixSearch playground for freezeProjectionMatrix
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Freeze the projection matrix. It will prevent the cache check of the camera projection compute and can speed up perf if no parameter of the camera are meant to change
Parameters
-
Optional projection: Matrix
Defines manually a projection if necessary
Returns void
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get Active MeshesSearch playground for getActiveMeshes
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Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
Returns SmartArray<AbstractMesh>
the active meshe list
get Animation ByNameSearch playground for getAnimationByName
get Animation RangeSearch playground for getAnimationRange
-
Get an animation range by name
Parameters
-
name: string
defines the name of the animation range to look for
Returns Nullable<AnimationRange>
null if not found else the requested animation range
-
get Animation RangesSearch playground for getAnimationRanges
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Gets the list of all animation ranges defined on this node
Returns Nullable<AnimationRange>[]
an array
get Behavior ByNameSearch playground for getBehaviorByName
get Child MeshesSearch playground for getChildMeshes
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Get all child-meshes of this node
Parameters
-
Optional directDescendantsOnly: boolean
defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
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Optional predicate: (node: Node) => boolean
defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
-
-
Parameters
-
node: Node
Returns boolean
-
-
-
Returns AbstractMesh[]
an array of AbstractMesh
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get ChildrenSearch playground for getChildren
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Get all direct children of this node
Parameters
-
Optional predicate: (node: Node) => boolean
defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
-
-
Parameters
-
node: Node
Returns boolean
-
-
-
-
Optional directDescendantsOnly: boolean
defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
Returns Node[]
an array of Node
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get Class NameSearch playground for getClassName
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Gets the class name of the camera.
Returns string
the class name
get DescendantsSearch playground for getDescendants
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Will return all nodes that have this node as ascendant
Parameters
-
Optional directDescendantsOnly: boolean
defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
-
Optional predicate: (node: Node) => boolean
defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
-
-
Parameters
-
node: Node
Returns boolean
-
-
-
Returns Node[]
all children nodes of all types
-
get DirectionSearch playground for getDirection
get Direction ToRefSearch playground for getDirectionToRef
get EngineSearch playground for getEngine
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Gets the engine of the node
Returns Engine
a Engine
get Forward RaySearch playground for getForwardRay
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Gets a ray in the forward direction from the camera.
Parameters
-
Optional length: number
Defines the length of the ray to create
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Optional transform: Matrix
Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
-
Optional origin: Vector3
Defines the start point of the ray which defaults to the camera position
Returns Ray
the forward ray
-
get Forward Ray ToRefSearch playground for getForwardRayToRef
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Gets a ray in the forward direction from the camera.
Parameters
-
refRay: Ray
the ray to (re)use when setting the values
-
Optional length: number
Defines the length of the ray to create
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Optional transform: Matrix
Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
-
Optional origin: Vector3
Defines the start point of the ray which defaults to the camera position
Returns Ray
the forward ray
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get Hierarchy Bounding VectorsSearch playground for getHierarchyBoundingVectors
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Return the minimum and maximum world vectors of the entire hierarchy under current node
Parameters
-
Optional includeDescendants: boolean
Include bounding info from descendants as well (true by default)
-
Optional predicate: Nullable<(abstractMesh: AbstractMesh) => boolean>
defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
Returns { max: Vector3; min: Vector3 }
the new bounding vectors
-
get Left TargetSearch playground for getLeftTarget
get Projection MatrixSearch playground for getProjectionMatrix
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Gets the current projection matrix of the camera.
Parameters
-
Optional force: boolean
forces the camera to recompute the matrix without looking at the cached state
Returns Matrix
the projection matrix
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get Right TargetSearch playground for getRightTarget
get SceneSearch playground for getScene
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Gets the scene of the node
Returns Scene
a scene
get Transformation MatrixSearch playground for getTransformationMatrix
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Gets the transformation matrix (ie. the multiplication of view by projection matrices)
Returns Matrix
a Matrix
get View MatrixSearch playground for getViewMatrix
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Gets the current view matrix of the camera.
Parameters
-
Optional force: boolean
forces the camera to recompute the matrix without looking at the cached state
Returns Matrix
the view matrix
-
get World MatrixSearch playground for getWorldMatrix
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Gets the current world matrix of the camera
Returns Matrix
is Active MeshSearch playground for isActiveMesh
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Check whether a mesh is part of the current active mesh list of the camera
Parameters
-
mesh: Mesh
Defines the mesh to check
Returns boolean
true if active, false otherwise
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is Completely InFrustumSearch playground for isCompletelyInFrustum
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Checks if a cullable object (mesh...) is in the camera frustum Unlike isInFrustum this cheks the full bounding box
Parameters
-
target: ICullable
The object to check
Returns boolean
true if the object is in frustum otherwise false
-
is Descendant OfSearch playground for isDescendantOf
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Is this node a descendant of the given node? The function will iterate up the hierarchy until the ancestor was found or no more parents defined
Parameters
-
ancestor: Node
defines the parent node to inspect
Returns boolean
a boolean indicating if this node is a descendant of the given node
-
is DisposedSearch playground for isDisposed
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Gets a boolean indicating if the node has been disposed
Returns boolean
true if the node was disposed
is EnabledSearch playground for isEnabled
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Is this node enabled? If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
Parameters
-
Optional checkAncestors: boolean
indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
Returns boolean
whether this node (and its parent) is enabled
-
is InFrustumSearch playground for isInFrustum
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Checks if a cullable object (mesh...) is in the camera frustum This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
Parameters
-
target: ICullable
The object to check
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Optional checkRigCameras: boolean
If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
Returns boolean
true if the object is in frustum otherwise false
-
is ReadySearch playground for isReady
-
Is this camera ready to be used/rendered
Parameters
-
Optional completeCheck: boolean
defines if a complete check (including post processes) has to be done (false by default)
Returns boolean
true if the camera is ready
-
remove BehaviorSearch playground for removeBehavior
restore StateSearch playground for restoreState
-
Restored camera state. You must call storeState() first.
Returns boolean
true if restored and false otherwise
serializeSearch playground for serialize
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Serialiaze the camera setup to a json represention
Returns any
the JSON representation
serialize Animation RangesSearch playground for serializeAnimationRanges
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Serialize animation ranges into a JSON compatible object
Returns any
serialization object
set EnabledSearch playground for setEnabled
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Set the enabled state of this node
Parameters
-
value: boolean
defines the new enabled state
Returns void
-
store StateSearch playground for storeState
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Store current camera state (fov, position, etc..)
Returns Camera
the camera
to StringSearch playground for toString
-
Gets a string representation of the camera useful for debug purpose.
Parameters
-
Optional fullDetails: boolean
Defines that a more verboe level of logging is required
Returns string
the string representation
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unfreeze Projection MatrixSearch playground for unfreezeProjectionMatrix
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Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
Returns void
updateSearch playground for update
-
Update the camera state according to the different inputs gathered during the frame.
Returns void
Static Add Node ConstructorSearch playground for AddNodeConstructor
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Add a new node constructor
Parameters
-
type: string
defines the type name of the node to construct
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constructorFunc: NodeConstructor
defines the constructor function
Returns void
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Static ConstructSearch playground for Construct
-
Returns a node constructor based on type name
Parameters
-
type: string
defines the type name
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name: string
defines the new node name
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scene: Scene
defines the hosting scene
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Optional options: any
defines optional options to transmit to constructors
Returns Nullable<() => Node>
the new constructor or null
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Static Get Constructor From NameSearch playground for GetConstructorFromName
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Gets a camera constructor for a given camera type
Parameters
-
type: string
The type of the camera to construct (should be equal to one of the camera class name)
-
name: string
The name of the camera the result will be able to instantiate
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scene: Scene
The scene the result will construct the camera in
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Optional interaxial_distance: number
In case of stereoscopic setup, the distance between both eyes
-
Optional isStereoscopicSideBySide: boolean
In case of stereoscopic setup, should the sereo be side b side
Returns () => Camera
a factory method to construc the camera
-
-
Returns Camera
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This is the base class of all the camera used in the application.
https://doc.babylonjs.com/features/cameras