PerspectiveCamera QML Type
Defines a Perspective Camera for viewing the content of a 3D scene. More...
A Camera is always necessary to view the content of a 3D scene. A camera defines how to project the content of a 3D scene into a 2D coordinate space, which can then be used on a 2D surface. When a camera is present in the scene it can be used to direct what is displayed in a View3D.
To determine the projection of this camera a high level API is provided. First it is possible to position this Camera like any other spatial Node in the scene. This determines where the Camera is in the scene, and what direction it is facing. The default direction of the camera is such that the forward vector is looking up the +Z axis, and the up direction vector is up the +Y axis. With this in mind any transformation applied to the camera as well as the transformations inherited from it's parent Nodes you can define exactly where and in what direction your camera is facing.
Perspective camera is the standard camera type, which uses field of view and near and far clip planes to specify the projection.
clipFar : real
This property holds the far value of the camara's view frustum. This value determines what the furthest distance to the camera that items will be shown.
clipNear : real
This property holds the near value of the camara's view frustum. This value determines what the closest distance to the camera that items will be shown.
fieldOfView : real
This property holds the field of view of the camera in degrees. This can be either the vertical or horizontal field of view depending on if the fieldOfViewOrientation property is set to
fieldOfViewOrientation : enumeration
This property determines if the field of view property reflects the vertical or the horizontal field of view. The default value is
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