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threejs-camera

three.js cameras: Camera base, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, StereoCamera; projection matrices, aspect, FOV, orthographic frustum sizes, near/far planes, and dynamic environment maps with CubeCamera. Use when placing views, rendering reflections, or multi-view splits; for XR projections and eye matrices use threejs-webxr; for post pass camera tricks use threejs-postprocessing alongside threejs-renderers.

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full-stack-skills/threejs-skills
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15 de setembro de 2026 às 10:24
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SKILL.md
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name
threejs-camera
license
Apache-2.0
description
three.js cameras: Camera base, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, StereoCamera; projection matrices, aspect, FOV, orthographic frustum sizes, near/far planes, and dynamic environment maps with CubeCamera. Use when placing views, rendering reflections, or multi-view splits; for XR projections and eye matrices use threejs-webxr; for post pass camera tricks use threejs-postprocessing alongside threejs-renderers.
## When to use this skill **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** | Topic | Skill | |-------|--------| | Standard desktop projection | **threejs-camera** | | XR reference spaces, IPD | **threejs-webxr** | | Offscreen pass cameras inside composer | **threejs-postprocessing** | **Trigger phrases include:** - "PerspectiveCamera", "OrthographicCamera", "CubeCamera", "aspect", "near", "far" - "透视相机", "正交", "立方体相机" ## How to use this skill 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](examples/workflow-perspective-resize.md). ## Doc map (official) | Docs section | Representative links | |--------------|----------------------| | Cameras (index) | https://threejs.org/docs/#Cameras | | Cameras | https://threejs.org/docs/Camera.html | | Perspective | https://threejs.org/docs/PerspectiveCamera.html | | Orthographic | https://threejs.org/docs/OrthographicCamera.html | | Cube | https://threejs.org/docs/CubeCamera.html | | Multi-view | https://threejs.org/docs/ArrayCamera.html | | Stereo (non-XR) | https://threejs.org/docs/StereoCamera.html | ## Scope - **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**). ## Common pitfalls and best practices - 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. ## Documentation and version Camera parameters and `CubeCamera` update behavior follow the [Cameras](https://threejs.org/docs/#Cameras) section of [three.js docs](https://threejs.org/docs/). WebXR uses different projection paths—hand off to **threejs-webxr** when the user mentions headsets or reference spaces. ## Agent response checklist 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. ## References - https://threejs.org/docs/#Cameras - https://threejs.org/docs/PerspectiveCamera.html - https://threejs.org/docs/CubeCamera.html ## Keywords **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
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