Renders the scene to a Render Target texture. A Camera will only render a SceneObject if the SceneObject's render layer is enabled on the Camera. For more information, see the Camera and Layers guide.

Hierarchy (view full)

Constructors

Properties

aspect: number

The aspect ratio of the camera (width/height).

clearColor: vec4

When enableClearColor is true and inputTexture is null, this color is used to clear this Camera's renderTarget before drawing to it.

colorRenderTargets: ColorRenderTarget[]

Returns an array of Color Render Targets. The first color render target is always available.

depthBufferMode: DepthBufferMode

Determines the way depth is handled on this Camera. Changing this can help sort objects at different distance ranges.

depthStencilRenderTarget: DepthStencilRenderTarget

Descriptor of depth/stencil textures and clear options.

devicePropertyUsage: DeviceProperty

Controls which Camera settings will be overridden by physical device properties. For example, this can be used to override the fov property to match the device camera's actual field of view.

enableClearColor: boolean

If enabled, this Camera will clear the color on its renderTarget before drawing to it. inputTexture will be used to clear it unless it is null, in which case clearColor is used instead.

enableClearDepth: boolean

If enabled, this Camera will clear the depth buffer on its renderTarget before drawing to it.

enabled: boolean

If disabled, the Component will stop enacting its behavior.

far: number

The distance of the far clipping plane.

fov: number

The Camera's field of view in radians.

inputTexture: Texture

When enableClearColor is true, this texture is used to clear this Camera's renderTarget before drawing. If this texture is null, clearColor will be used instead.

maskTexture: Texture

A texture controlling which parts of the output texture the camera will draw to. The "red" value of each pixel determines how strongly the camera will draw to that part of the image. For example, a completely black section will cause the camera to not draw there at all. A completely white (or red) section will cause the camera to draw normally. Colors in between, like gray, will be semitransparent.

near: number

The distance of the near clipping plane.

rayTracing: boolean

Toggles ray tracing for the camera. When true, ray tracing is enabled.

renderLayer: LayerSet

Controls the set of layers this Camera will render.

renderOrder: number

The sorting order the Camera renders in. Every frame, Cameras render in ascending order determined by their renderOrder properties.

renderTarget: Texture

The RenderTarget this Camera will draw to.

renderTargetCubemapFace: CubemapFace

Sets which face of the cubemap this camera will render to.

sceneObject: SceneObject

The scene object this component is on.

size: number

The orthographic size of the camera.

type: Type

Controls which type of rendering the camera uses.

uniqueIdentifier: string

Methods

  • Destroys the component.

    Returns void

  • For orthographic cameras, returns the camera size as (width, height).

    Returns vec2

  • Returns the name of this object's type.

    Returns string

  • Returns true if the object matches or derives from the passed in type.

    Parameters

    • type: string

    Returns boolean

  • Returns true if this object is the same as other. Useful for checking if two references point to the same thing.

    Parameters

    Returns boolean

  • Returns true if a sphere with the specified world space center position and radius is visible within the camera frustum, false otherwise.

    Parameters

    • center: vec3
    • radius: number

    Returns boolean

  • Converts a world space position to a raw screen space position. The screen space position will be returned as a vec3 with x,y representing normalized screen space, and z representing a raw depth value not directly convertible to world units. This returned value will mostly be useful for passing into unproject().

    Parameters

    • worldSpacePoint: vec3

    Returns vec3

  • Converts a screen space position to a world space position, given an absolute depth. The screen space position should be provided as a vec2 in the range ([0-1], [0-1]), (0,0) being the top-left of the screen and (1,1) being the bottom-right. The returned world space position will be the point absoluteDepth units away from the Camera's near plane at the point specified in screen space.

    Parameters

    • normalizedScreenSpacePoint: vec2
    • absoluteDepth: number

    Returns vec3

  • Converts a raw screen space position to a world space position. clipSpacePoint should be a vec3 returned from a previous project() call, since the z value represents a raw depth value not directly convertible to world units.

    Parameters

    • clipSpacePoint: vec3

    Returns vec3

  • Converts the world space position worldSpacePoint to a screen space position. Screen positions are represented in the range ([0-1], [0-1]), (0,0) being the top-left of the screen and (1,1) being the bottom-right.

    Parameters

    • worldSpacePoint: vec3

    Returns vec2

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