1 | import { Matrix4 } from './../math/Matrix4';
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2 | import { Vector3 } from './../math/Vector3';
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3 | import { Object3D } from './../core/Object3D';
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4 |
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5 |
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6 |
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7 |
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8 |
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9 |
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10 | export class Camera extends Object3D {
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11 | |
12 |
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13 |
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14 | constructor();
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15 |
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16 | /**
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17 | * This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.
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18 | * @default new THREE.Matrix4()
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19 | */
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20 | matrixWorldInverse: Matrix4;
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21 |
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22 | /**
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23 | * This is the matrix which contains the projection.
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24 | * @default new THREE.Matrix4()
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25 | */
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26 | projectionMatrix: Matrix4;
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27 |
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28 | /**
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29 | * This is the inverse of projectionMatrix.
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30 | * @default new THREE.Matrix4()
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31 | */
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32 | projectionMatrixInverse: Matrix4;
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33 |
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34 | readonly isCamera: true;
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35 |
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36 | getWorldDirection(target: Vector3): Vector3;
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37 |
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38 | updateMatrixWorld(force?: boolean): void;
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39 | }
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