1 | import { CoordinateSystem } from "../constants.js";
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2 | import { Layers } from "../core/Layers.js";
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3 | import { Object3D } from "../core/Object3D.js";
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4 | import { Matrix4 } from "../math/Matrix4.js";
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5 | import { Vector3 } from "../math/Vector3.js";
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6 | import { Vector4 } from "../math/Vector4.js";
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7 |
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8 | /**
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9 | * Abstract base class for cameras
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10 | * @remarks
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11 | * This class should always be inherited when you build a new camera.
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12 | * @see {@link https://threejs.org/docs/index.html#api/en/cameras/Camera | Official Documentation}
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13 | * @see {@link https://github.com/mrdoob/three.js/blob/master/src/cameras/Camera.js | Source}
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14 | */
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15 | export class Camera extends Object3D {
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16 | /**
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17 | * @remarks
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18 | * Note that this class is not intended to be called directly; you probably want a
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19 | * {@link THREE.PerspectiveCamera | PerspectiveCamera} or
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20 | * {@link THREE.OrthographicCamera | OrthographicCamera} instead.
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21 | */
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22 | constructor();
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23 |
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24 | /**
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25 | * Read-only flag to check if a given object is of type { Camera}.
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26 | * This is a _constant_ value
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27 | * `true`
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28 | */
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29 | readonly isCamera: true;
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30 |
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31 | /**
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32 | * @override
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33 | * @defaultValue `Camera`
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34 | */
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35 | override readonly type: string | "Camera";
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36 |
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37 | /**
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38 | * @override
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39 | * The {@link THREE.Layers | layers} that the {@link Camera} is a member of.
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40 | * @remarks Objects must share at least one layer with the {@link Camera} to be n when the camera's viewpoint is rendered.
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41 | * @defaultValue `new THREE.Layers()`
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42 | */
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43 | override layers: Layers;
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44 |
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45 | /**
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46 | * This is the inverse of matrixWorld.
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47 | * @remarks MatrixWorld contains the Matrix which has the world transform of the {@link Camera} .
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48 | * @defaultValue {@link THREE.Matrix4 | `new THREE.Matrix4()`}
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49 | */
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50 | matrixWorldInverse: Matrix4;
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51 |
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52 | /**
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53 | * This is the matrix which contains the projection.
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54 | * @defaultValue {@link THREE.Matrix4 | `new THREE.Matrix4()`}
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55 | */
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56 | projectionMatrix: Matrix4;
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57 |
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58 | /**
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59 | * This is the inverse of projectionMatrix.
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60 | * @defaultValue {@link THREE.Matrix4 | `new THREE.Matrix4()`}
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61 | */
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62 | projectionMatrixInverse: Matrix4;
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63 |
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64 | coordinateSystem: CoordinateSystem;
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65 |
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66 | viewport?: Vector4;
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67 |
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68 | /**
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69 | * Returns a {@link THREE.Vector3 | Vector3} representing the world space direction in which the {@link Camera} is looking.
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70 | * @remarks Note: A {@link Camera} looks down its local, negative z-axis.
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71 | * @param target The result will be copied into this Vector3.
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72 | */
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73 | getWorldDirection(target: Vector3): Vector3;
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74 | }
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