Ok, here is the problem: I am using a PerspectiveCamera as a child of an Object3d to chase it.
...
player.add(backCamera);
backCamera.position.set(0, 10, -80);
backCamera.lookAt(player.position);
...
Now i am trying to use a Raycaster to find the objects between the camera and the player and make them invisible, but i need the camera position and the camera orientation.
Thanks to this question i was able to find the "true" camera position like that:
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player.updateMatrixWorld();
var vector = new THREE.Vector3();
var temp = vector.setFromMatrixPosition(backCamera.matrixWorld);
...
but i still need to find the "true" camera orientation. I tried to follow this approach and the approach linked in that question as well.
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var pLocal = new THREE.Vector3( 0, 0, -1 );
var pWorld = pLocal.applyMatrix4(backCamera.matrixWorld);
var direction = pWorld.sub(backCamera.position).normalize();
raycaster.set(temp, direction);
...
but seems like the ray is not properly oriented, probably because the orientation is relative to the parent object.