Stops a camera from recomputing its projection every frame, saving work when its field of view and clipping distances no longer change.
The camera
Lets a frozen camera recompute its projection again, needed after changing its field of view or clipping distances.
The camera
Switches a camera to orthographic projection, where objects keep their size whatever their distance, as in technical drawings.
The four ortho values are the edges of the view in scene units; a 0 falls back to the
default of 1 unit each way.
The camera and the four edges of the orthographic view
Switches a camera back to perspective projection, where distant objects look smaller, the default for cameras.
The camera
Reads where a camera is in the scene, as a point.
The camera
The position as a point
Reads the point a camera is looking at.
The camera
The target as a point
Reads how fast a camera moves in response to its controls.
The camera
The speed
Moves a camera to a point in the scene; a target camera keeps looking at its target from there.
The camera and the position
Turns a camera to look at a point in the scene.
The camera and the target point
Sets how fast a camera moves in response to its keyboard and pointer controls; 1 is the default pace.
The camera and the speed
Sets the near clipping distance of a camera: anything closer than minZ scene units is not
drawn. Too small a value costs depth precision on large scenes.
The camera and the near distance
Sets the far clipping distance of a camera: anything farther than maxZ scene units is not
drawn.
The camera and the far distance
Cameras of the BabylonJS scene:
arcRotateorbits a target and is the usual choice for looking at a model,freeflies with keyboard and pointer,targetlooks at a point without user control. The methods here set a camera's position, target, speed and clipping distances and switch it between perspective and orthographic projection.