useCamera
useCamera(
cameraRigOptions?):object
The rig the camera hangs on: it registers the mounted orbit with what it follows, so the loop aims it, and hands back the props drei’s controls take, the engine’s bindings and bounds among them, on controls that keep the wall clock. A game with controls of its own spreads them the same way.
Parameters
Section titled “Parameters”| Parameter | Type |
|---|---|
cameraRigOptions |
CameraRigOptions |
Returns
Section titled “Returns”object
| Name | Type | Default value |
|---|---|---|
impl |
typeof CameraControls |
- |
mouseButtons |
object |
- |
mouseButtons.left |
1 |
CameraControls.ACTION.ROTATE |
mouseButtons.middle |
16 |
CameraControls.ACTION.DOLLY |
mouseButtons.right |
0 |
CameraControls.ACTION.NONE |
mouseButtons.wheel |
16 |
CameraControls.ACTION.DOLLY |
ref |
Dispatch<SetStateAction<CameraControls | null>> |
setOrbit |
touches |
object |
- |
touches.one |
64 |
CameraControls.ACTION.TOUCH_ROTATE |
touches.three |
0 |
CameraControls.ACTION.NONE |
touches.two |
1024 |
CameraControls.ACTION.TOUCH_DOLLY |