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add a skateboard configurator demo, update live-code so that live cod…
…e preview tab is initially visible instead of the code tab, adjust examples to account for the new CameraRig perspective behavior
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# <code>class <b>Camera</b> extends [Element3D](../core/Element3D.md)</code> :id=Camera | ||
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Base class for all camera elements, f.e. [`<lume-perspective-camera>`](./PerspectiveCamera). | ||
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## Properties | ||
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Inherits properties from [Element3D](../core/Element3D.md). | ||
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### <code>.<b>aspect</b></code> :id=aspect | ||
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*attribute* | ||
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Default: `0` | ||
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A value of `0` sets the aspect ratio to automatic, based on the | ||
dimensions of a scene. You normally don't want to modify this, but in | ||
case of stretched or squished display, this can be adjusted appropriately | ||
to unstretch or unsquish the view of the 3d world. | ||
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### <code>.<b>near</b></code> :id=near | ||
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*attribute* | ||
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Default: `1` | ||
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Anything closer to the camera than this value will not be rendered. | ||
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### <code>.<b>far</b></code> :id=far | ||
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*attribute* | ||
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Default: `3000` | ||
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Anything further from the camera than this value will not be rendered. | ||
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### <code>.<b>active</b></code> :id=active | ||
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*attribute* | ||
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Default: `false` | ||
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When `true`, the camera will be used as the viewport into the 3D scene, | ||
instead of the scene's default camera. When set back to `false`, the last | ||
camera that was set (and is still) active will be used, or if no other | ||
cameras are active the scene's default camera will be used. | ||
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### <code>.<b>zoom</b></code> :id=zoom | ||
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*attribute* | ||
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Default: `1` | ||
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The zoom level of the camera modifies the effective field of view. | ||
Increasing the zoom will decrease the effective field of view, and vice | ||
versa. At zoom level `1`, the effective field of view is equivalent to | ||
[`fov`](#fov). | ||
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Inherits methods from [Element3D](../core/Element3D.md). | ||
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