Vuer

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:

python
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

Fixed Camera (No Controls)

To create a fixed camera view without interaction, use a custom bgChildren without SceneCameraControl:

python
from vuer import Vuer, VuerSession
from vuer.schemas import Scene, Box, Grid, HemisphereLightStage, SceneCamera

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"),

        bgChildren=[
            Grid(key="grid"),
            HemisphereLightStage(key="light-stage"),
            SceneCamera(key="SceneCamera", position=[0, 5, 10]),
            # Note: No SceneCameraControl = no mouse interaction
        ],
    )

    await session.forever()

This keeps Grid and lighting while removing camera controls.

Use cases:

  • Cinematic presentations or product showcases
  • Fixed viewpoint demonstrations
  • Guided tours with programmatic camera animation

Streaming Camera Updates to the Server

You can stream camera position and orientation changes to the server in real-time by enabling the stream parameter:

python
from vuer import Vuer, VuerSession
from vuer.schemas import Scene, Box, 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"),

        bgChildren=[
            OrbitControls(stream=True, key="controls"),
        ],
    )

    # Listen for camera move events
    @app.add_handler("CAMERA_MOVE")
    async def handle_camera_move(event, session: VuerSession):
        camera = event.value["camera"]
        print(f"Camera position: {camera['position']}")
        # Use camera data for custom logic (recording, analysis, etc.)

    await session.forever()

Use cases:

  • Record camera trajectories for animation playback
  • Send camera state to other clients for shared viewing
  • Analyze camera movement patterns
  • Synchronize multiple views with camera position

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.

python
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.

python
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 vs DefaultScene

  • Scene: Minimal base class with empty bgChildren. Use when you need full control.
  • DefaultScene: Includes sensible defaults (Grid, HemisphereLightStage, Gamepad, Hands, MotionControllers, SceneCamera, SceneCameraControl, CameraPreviewThumbs, CameraPreviewOverlay).
PropertyTypeDefaultDescription
up[x, y, z][0, 1, 0]Up vector for the scene
bgChildrenlist[] (Scene)Background children components
gridboolTrueShow ground grid (DefaultScene only)

PerspectiveCamera

PropertyTypeDefaultDescription
fovfloat75Vertical field of view (degrees)
nearfloat0.1Near clipping plane distance
farfloat1000Far 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
zoomfloat1Zoom level multiplier
makeDefaultboolFalseSet as the active camera

OrthographicCamera

PropertyTypeDefaultDescription
leftfloat-1Left boundary of view frustum
rightfloat1Right boundary of view frustum
topfloat1Top boundary of view frustum
bottomfloat-1Bottom boundary of view frustum
nearfloat0.1Near clipping plane distance
farfloat1000Far 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
zoomfloat1Zoom level multiplier
makeDefaultboolFalseSet as the active camera

OrbitControls

Control Settings:

PropertyTypeDefaultDescription
enableDampingboolFalseEnable smooth damping (inertia)
enableRotateboolTrueAllow rotation/orbiting
enableZoomboolTrueAllow zoom in/out
enablePanboolTrueAllow panning
screenSpacePanningboolTruePan in screen space vs. camera space
makeDefaultboolTrueSet as default controls

Distance Limits:

PropertyTypeDefaultDescription
minDistancefloat0Minimum zoom distance
maxDistancefloat1000Maximum zoom distance

Angle Limits (degrees):

PropertyTypeDefaultDescription
minPolarAnglefloat0Minimum vertical angle (0-180)
maxPolarAnglefloat135Maximum vertical angle (0-180)

Speed Settings:

PropertyTypeDefaultDescription
rotateSpeedfloat1.0Rotation speed multiplier
zoomSpeedfloat1.0Zoom speed multiplier
panSpeedfloat1.0Pan speed multiplier

Server Integration:

PropertyTypeDefaultDescription
streamboolFalseReport camera move events to server

What's Next?

Now that you understand camera control basics, you can:

Continue with rendering:

Advanced camera features (for later exploration):