📄 threejs/Core/Cameras/Camera

File: Camera.md | Updated: 11/15/2025


title: Camera category: Core layout: docs

Camera

Abstract base class for cameras. This class should always be inherited when you build a new camera.

Constructor

new Camera() (abstract)

Constructs a new camera.

Properties

.coordinateSystem : WebGLCoordinateSystem | WebGPUCoordinateSystem

The coordinate system in which the camera is used.

.isCamera : boolean (readonly)

This flag can be used for type testing.

Default is true.

.matrixWorldInverse : Matrix4

The inverse of the camera's world matrix.

.projectionMatrix : Matrix4

The camera's projection matrix.

.projectionMatrixInverse : Matrix4

The inverse of the camera's projection matrix.

.reversedDepth : boolean

The flag that indicates whether the camera uses a reversed depth buffer.

Default is false.

Methods

.getWorldDirection( target : Vector3 ) : Vector3

Returns a vector representing the ("look") direction of the 3D object in world space.

This method is overwritten since cameras have a different forward vector compared to other 3D objects. A camera looks down its local, negative z-axis by default.

target | The target vector the result is stored to.
---|---

Overrides: Object3D#getWorldDirection

Returns: The 3D object's direction in world space.

Source

src/cameras/Camera.js