import type Accessor from "../../../core/Accessor.js";

export interface RenderCameraProperties extends Partial<Pick<RenderCamera, "center" | "eye" | "far" | "fovX" | "fovY" | "near" | "pixelRatio" | "up" | "viewMatrix" | "viewport">> {}

/**
 * This is the RenderCamera interface used by the [SceneView](https://developers.arcgis.com/javascript/latest/references/core/views/SceneView/). The RenderCamera specifies
 * the view position and orientation in render coordinates only. See [section on coordinate systems](https://developers.arcgis.com/javascript/latest/references/core/views/3d/webgl/RenderNode/#coordinate-systems) for details.
 *
 * The render camera is distinct from [Camera](https://developers.arcgis.com/javascript/latest/references/core/Camera/) and is meant to be worked with when using
 * [RenderNode](https://developers.arcgis.com/javascript/latest/references/core/views/3d/webgl/RenderNode/).
 *
 * > [!WARNING]
 * >
 * > ### Important guidelines
 * >
 * > **This interface is experimental**. Please read the following information carefully before using it in a product:
 * > It is not possible to shield users of this interface from SceneView internal implementation details. Therefore,
 * >   this interface should be considered **not stable and subject to changes in upcoming minor releases** of the ArcGIS
 * >   Maps SDK for JavaScript.
 * > Because of the complex nature of WebGL and hardware-accelerated 3D rendering, this interface is targeting
 * >   expert developers that are experienced with WebGL or OpenGL.
 * >   * Improper use of WebGL might not only break the custom rendering, but also the rendering of
 * >     [SceneView](https://developers.arcgis.com/javascript/latest/references/core/views/SceneView/) itself.
 * >   * Esri does not provide any support for issues related to WebGL rendering in custom rendering code, or for issues
 * >     that arise in [SceneView](https://developers.arcgis.com/javascript/latest/references/core/views/SceneView/) rendering while using custom rendering code.
 * > Integration with third-party libraries is only possible under certain conditions. Specifically, the third-party
 * >   library has to be capable of working on the same WebGL context as [SceneView](https://developers.arcgis.com/javascript/latest/references/core/views/SceneView/), and able to
 * >   set the relevant parts of the WebGL state in every frame.
 *
 * In this documentation vectors (`Vec3` and `Vec4`) are presented as arrays of numbers. Matrices (`Mat4`) are presented as arrays
 * with 16 elements following the WebGL conventions where the translation component occupies the 13th, 14th,
 * and 15th elements.
 *
 * @since 4.30
 */
export default class RenderCamera extends Accessor {
  constructor(properties?: RenderCameraProperties);
  /**
   * The camera target ("look at") position in the internal Cartesian rendering coordinate system represented
   * by a vector with 3 components.
   */
  accessor center: readonly [
      number,
      number,
      number
  ];
  /**
   * The position of the camera in the internal Cartesian rendering coordinate system represented
   * by a vector with 3 components.
   */
  accessor eye: readonly [
      number,
      number,
      number
  ];
  /** The distance to the far plane. */
  accessor far: number;
  /** The horizontal field of view. */
  accessor fovX: number;
  /** The vertical field of view. */
  accessor fovY: number;
  /** The distance to the near plane. */
  accessor near: number;
  /**
   * The render pixel ratio. This can be used to adjust screen sizes so that they
   * correctly match up to CSS pixel sizes when rendered in HiDPI.
   */
  accessor pixelRatio: number;
  /** A 4x4 matrix that defines the perspective projection transformation. */
  get projectionMatrix(): readonly number[];
  /**
   * The camera up vector with 3 components. Returns the unorthogonalized up direction used for the
   * view matrix construction. This is not necessarily equal to the up axis of the camera
   * local coordinate system.
   */
  accessor up: readonly [
      number,
      number,
      number
  ];
  /** A 4x4 matrix representing the inverse transpose of `viewMatrix`, used to transform normals */
  get viewInverseTransposeMatrix(): readonly number[];
  /** A 4x4 matrix that transforms coordinates from world space to camera space. */
  accessor viewMatrix: readonly number[];
  /**
   * The viewport expressed as vector with 4 components (x, y, width, height). This viewport does not consider
   * padding.
   */
  accessor viewport: readonly [
      number,
      number,
      number,
      number
  ];
}