3. Camera Control¶

Vuer provides two types of cameras for viewing your 3D scenes.

  • Main Camera - The default user viewport with interactive OrbitControls

  • Virtual Cameras (CameraView) - Programmable cameras for off-screen rendering and multi-view displays

This chapter only covers the usage of the first type of camera. You’ll learn how to:

  • Camera Behavior in VR/AR

  • How to disable default camera interaction controls

  • Set up different camera types (Perspective and Orthographic)

  • Configure camera parameters like field of view and position

By default, Vuer provides a perspective camera at [0, 2, 2] with OrbitControls enabled, so you can start building scenes immediately. This chapter shows you how to customize these defaults.

VR/AR Camera Behavior¶

Key parameters: left, right, top, bottom (define view boundaries), near, far, position, lookAt, makeDefault

In WebXR sessions (VR/AR), the camera is controlled by the headset. Simply create a normal scene - Vuer automatically handles VR/AR mode when the user clicks the VR button

VR Camera Characteristics:

  • Position: Tracked by headset (6DOF)

  • Rotation: Tracked by headset

  • IPD (interpupillary distance): Automatically handled

  • Render: Stereo rendering for both eyes

  • OrbitControls: Automatically disabled in VR mode

Note: To test VR mode, you need a VR headset and a WebXR-compatible browser. The VR button appears automatically in the top-right corner of the scene.

Interactive Camera Controls¶

Vuer provides interactive camera controls through the OrbitControls component. By default, Vuer includes OrbitControls in every scene, so you can immediately interact with your 3D scenes.

Mouse/Touch Controls:

  • Left click + drag: Rotate around target

  • Right click + drag: Pan (move sideways)

  • Scroll wheel: Zoom in/out

  • Touch: One finger to rotate, two fingers to pan/zoom

Basic Scene Setup¶

Here’s a minimal scene with default controls:

from vuer import Vuer, VuerSession
from vuer.schemas import Scene, Box

app = Vuer()

@app.spawn(start=True)
async def main(session: VuerSession):
    session.set @ Scene(
        Box(args=[1, 1, 1], position=[0, 0.5, 0], key="box"),

        # Default camera at [0, 2, 2] with OrbitControls enabled
    )

    await session.forever()

The scene above automatically includes:

  • A PerspectiveCamera at position [0, 2, 2]

  • OrbitControls for interaction

  • Default lighting

Disabling OrbitControls¶

To create a fixed camera view without interaction, set defaultOrbitControls=False:

from vuer import Vuer, VuerSession
from vuer.schemas import Scene, Box
from vuer.schemas import PerspectiveCamera

app = Vuer()

@app.spawn(start=True)
async def main(session: VuerSession):
    session.set @ Scene(
        Box(args=[1, 1, 1], position=[0, 0.5, 0], key="box"),

        defaultOrbitControls=False,  # Disable interactive controls
    )

    await session.forever()

This keeps all other defaults (Grid, Lights, etc.) while only removing OrbitControls.

Use cases:

  • Cinematic presentations or product showcases

  • Fixed viewpoint demonstrations

  • Guided tours with programmatic camera animation

Camera Types¶

Vuer supports two main camera types: PerspectiveCamera and OrthographicCamera. Each serves different purposes in 3D visualization.

PerspectiveCamera - Realistic View¶

Perspective cameras mimic how the human eye sees the world: objects appear smaller as they get farther away. This is the default camera type and is ideal for most 3D applications.

from vuer import Vuer, VuerSession
from vuer.schemas import Scene, Box
from vuer.schemas import PerspectiveCamera, OrbitControls

app = Vuer()

@app.spawn(start=True)
async def main(session: VuerSession):
    session.set @ Scene(
        Box(args=[1, 1, 1], position=[0, 0.5, 0], key="box"),
        Box(args=[1, 1, 1], position=[0, 0.5, -5], key="far-box"),

        up=[0, 1, 0],
        grid=True,
        rawChildren=[
            PerspectiveCamera(
                key="main-camera",
                fov=60,                    # Field of view in degrees
                near=0.1,                  # Near clipping plane
                far=1000,                  # Far clipping plane
                position=[0, 3, 5],
                lookAt=[0, 0, 0],          # Point at scene center
                makeDefault=True,
            ),
        ],
    )

    await session.forever()

Key parameters: fov (field of view, default: 75°), near (default: 0.1), far (default: 1000), position, lookAt, makeDefault

When to use:

  • Games and interactive 3D applications

  • Product visualization and showcases

  • Architectural walkthroughs

  • Any scene requiring depth perception

OrthographicCamera - Technical View¶

Orthographic cameras render objects at the same size regardless of distance. Parallel lines remain parallel, making it perfect for technical drawings and 2D games.

from vuer import Vuer, VuerSession
from vuer.schemas import Scene, Box
from vuer.schemas import OrthographicCamera, OrbitControls

app = Vuer()

@app.spawn(start=True)
async def main(session: VuerSession):
    session.set @ Scene(
        Box(args=[0.1, 0.1, 0.1], position=[0, 0, 0], key="box"),
        Box(args=[0.1, 0.1, 0.1], position=[0, 0, -0.5], key="far-box"),

        up=[0, 1, 0],
        grid=True,
        rawChildren=[
            OrthographicCamera(
                key="ortho-camera",
                left=-100,                   # Left boundary
                right=100,                   # Right boundary
                top=100,                     # Top boundary
                bottom=-100,                 # Bottom boundary
                near=1,
                far=100,
                position=[0, 3, 5],
                lookAt=[0, 0, 0],
                makeDefault=True,
            ),
        ],
    )

    await session.forever()

Key parameters: left, right, top, bottom (define view boundaries), near, far, position, lookAt, makeDefault

When to use:

  • CAD and technical drawings

  • 2D games with isometric view

  • Data visualization where size consistency matters

  • Blueprint or schematic visualization

Camera Properties Reference¶

Scene Parameters¶

Control default camera and controls behavior through Scene parameters:

Property

Type

Default

Description

defaultOrbitControls

bool

True

Include OrbitControls in default components

defaultLights

bool

True

Include default lighting setup

grid

bool

True

Show ground grid

up

[x, y, z]

[0, 1, 0]

Up vector for the scene

PerspectiveCamera¶

Property

Type

Default

Description

fov

float

75

Vertical field of view (degrees)

near

float

0.1

Near clipping plane distance

far

float

1000

Far clipping plane distance

position

[x, y, z]

[0, 0, 0]

Camera position in 3D space

rotation

[x, y, z]

[0, 0, 0]

Camera rotation (radians)

lookAt

[x, y, z]

-

Point camera toward this position

zoom

float

1

Zoom level multiplier

makeDefault

bool

False

Set as the active camera

OrthographicCamera¶

Property

Type

Default

Description

left

float

-1

Left boundary of view frustum

right

float

1

Right boundary of view frustum

top

float

1

Top boundary of view frustum

bottom

float

-1

Bottom boundary of view frustum

near

float

0.1

Near clipping plane distance

far

float

1000

Far clipping plane distance

position

[x, y, z]

[0, 0, 0]

Camera position in 3D space

rotation

[x, y, z]

[0, 0, 0]

Camera rotation (radians)

lookAt

[x, y, z]

-

Point camera toward this position

zoom

float

1

Zoom level multiplier

makeDefault

bool

False

Set as the active camera

OrbitControls¶

Property

Type

Default

Description

target

[x, y, z]

[0, 0, 0]

Point to orbit around

enableDamping

bool

False

Enable smooth damping

dampingFactor

float

0.05

Damping strength (lower = smoother)

enableZoom

bool

True

Allow zoom in/out

enablePan

bool

True

Allow panning

enableRotate

bool

True

Allow rotation

minDistance

float

0

Minimum zoom distance

maxDistance

float

Infinity

Maximum zoom distance

minPolarAngle

float

0

Minimum vertical angle (radians)

maxPolarAngle

float

Ï€

Maximum vertical angle (radians)

makeDefault

bool

False

Set as default controls

What’s Next?¶

Now that you understand camera control basics, you can:

Continue with rendering:

Advanced camera features (for later exploration):