# <vgl-perspective-camera>

This camera mimics the human eyes sight.

When the aspect prop is omitted, it will be automatically set to fit the canvas size.

# Example Usage

<template>
  <div>
    <vgl-renderer antialias>
      <template #scene>
        <vgl-scene>
          <vgl-mesh>
            <template #geometry>
              <vgl-box-geometry
                :width="7.5"
                :height="7.5"
                :depth="7.5"
              />
            </template>
            <template #material>
              <vgl-mesh-standard-material />
            </template>
          </vgl-mesh>
          <vgl-ambient-light
            color="#ffeecc"
            :intensity="0.4"
          />
          <vgl-directional-light
            :position-x="2"
            :position-y="1"
            :position-z="3"
            :intensity="0.7"
          />
        </vgl-scene>
      </template>
      <template #camera>
        <vgl-perspective-camera
          position="spherical"
          rotation="lookAt"
          :position-radius="20"
          :position-phi="1"
          :position-theta="1"
          :zoom="zoom"
          :near="near"
          :far="far"
          :fov="fov"
          :aspect="autoAspect ? undefined : aspect"
        />
      </template>
    </vgl-renderer>
    <aside>
      <label>Zoom<input
        v-model.number="zoom"
        type="range"
        min="0.2"
        max="3"
        step="0.1"
      ></label>
      <label>Near<input
        v-model.number="near"
        type="range"
        min="10"
        max="30"
      ></label>
      <label>Far<input
        v-model.number="far"
        type="range"
        min="10"
        max="30"
      ></label>
      <label>Fov<input
        v-model.number="fov"
        type="range"
        max="85"
        min="15"
      ></label>
      <p>
        Aspect
        <label>Auto<input
          v-model="autoAspect"
          type="checkbox"
        ></label>
        <label>
          Ratio
          <input
            v-model.number="aspect"
            :disabled="autoAspect"
            type="range"
            max="5"
            min="0.2"
            step="0.1"
          >
        </label>
      </p>
    </aside>
  </div>
</template>

<script>
import * as components from 'vue-gl';

export default {
  components,
  data: () => ({
    fov: 50, zoom: 1, near: 10, far: 30, aspect: 2, autoAspect: true,
  }),
};
</script>

<style scoped>
  label {
    display: flex;
  }
  input {
    margin-left: 1ex;
  }
  p:first-line, :not(p) > label:first-line {
    font-weight: bold;
  }
</style>

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# Props

  • position : 'rectangular' | 'spherical'
    The coodinate system to determine the object position.
    Defaults to [object Object]
  • positionX : number
    The x coordinate of the object's local position.
    Defaults to [object Object]
  • positionY : number
    The y coordinate of the object's local position.
    Defaults to [object Object]
  • positionZ : number
    The z coordinate of the object's local position.
    Defaults to [object Object]
  • positionRadius : number
    The Euclidian distance from the origin to the object's local position.
    Defaults to [object Object]
  • positionPhi : number
    The polar angle from y axis to the object's local position.
    Defaults to [object Object]
  • positionTheta : number
    The equator angle around y axis to the object's local position.
    Defaults to [object Object]
  • rotation : 'euler' | 'quaternion' | 'lookAt'
    The rotation representing method.
    Defaults to [object Object]
  • rotationX : number
    The x coordinate of the object's local rotation.
    Defaults to [object Object]
  • rotationY : number
    The y coordinate of the object's local rotation.
    Defaults to [object Object]
  • rotationZ : number
    The z coordinate of the object's local rotation.
    Defaults to [object Object]
  • rotationW : number
    The w coordinate of the object's local rotation.
    Defaults to [object Object]
  • rotationOrder : string
    The rotation order of the object's local rotation.
    Defaults to [object Object]
  • lookAtX : number
    The global x coodinate of a point the object to face.
    Defaults to [object Object]
  • lookAtY : number
    The global y coodinate of a point the object to face.
    Defaults to [object Object]
  • lookAtZ : number
    The global z coodinate of a point the object to face.
    Defaults to [object Object]
  • scaleX : number
    The x coordinate of the object's local scale.
    Defaults to [object Object]
  • scaleY : number
    The y coordinate of the object's local scale.
    Defaults to [object Object]
  • scaleZ : number
    The z coordinate of the object's local scale.
    Defaults to [object Object]
  • castShadow : boolean
    Whether the object gets rendered into the shadow map.
  • receiveShadow : boolean
    Whether the material receives shadows.
  • name : string
    An arbitrary name of the instance.
    Defaults to [object Object]
  • hidden : boolean
    The object visibility.
  • zoom : number
    The zoom factor.
    Defaults to [object Object]
  • near : number
    The camera frustum near plane.
    Defaults to [object Object]
  • far : number
    The camera frustum far plane.
    Defaults to [object Object]
  • fov : number
    The camera frustum vertical field in degrees.
    Defaults to [object Object]
  • aspect : number
    The camera frustum aspect ratio.

# Slots

  • default
    Objects defined in the slot will be handled as decsendants.