@babylonjs/core
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TypeScript
import { Camera } from "../../Cameras/camera.js";
import { UniversalCamera } from "../../Cameras/universalCamera.js";
import type { Scene } from "../../scene.js";
import { Vector3 } from "../../Maths/math.vector.js";
import type { Nullable } from "../../types.js";
/**
* Camera used to simulate stereoscopic rendering on real screens (based on UniversalCamera)
* @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
*/
export declare class StereoscopicScreenUniversalCamera extends UniversalCamera {
private _distanceToProjectionPlane;
private _distanceBetweenEyes;
set distanceBetweenEyes(newValue: number);
/**
* distance between the eyes
*/
get distanceBetweenEyes(): number;
set distanceToProjectionPlane(newValue: number);
/**
* Distance to projection plane (should be the same units the like distance between the eyes)
*/
get distanceToProjectionPlane(): number;
/**
* Creates a new StereoscopicScreenUniversalCamera
* @param name defines camera name
* @param position defines initial position
* @param scene defines the hosting scene
* @param distanceToProjectionPlane defines distance between each color axis. The rig cameras will receive this as their negative z position!
* @param distanceBetweenEyes defines is stereoscopic is done side by side or over under
*/
constructor(name: string, position: Vector3, scene?: Scene, distanceToProjectionPlane?: number, distanceBetweenEyes?: number);
/**
* Gets camera class name
* @returns StereoscopicScreenUniversalCamera
*/
getClassName(): string;
/**
* @internal
*/
createRigCamera(name: string): Nullable<Camera>;
/**
* @internal
*/
_updateRigCameras(): void;
private _updateCamera;
protected _setRigMode(): void;
}