@types/three
Version:
TypeScript definitions for three
82 lines (70 loc) • 2.65 kB
TypeScript
import { CoordinateSystem } from "../constants.js";
import { Layers } from "../core/Layers.js";
import { Object3D } from "../core/Object3D.js";
import { Matrix4 } from "../math/Matrix4.js";
import { Vector3 } from "../math/Vector3.js";
import { Vector4 } from "../math/Vector4.js";
/**
* Abstract base class for cameras
* @remarks
* This class should always be inherited when you build a new camera.
* @see {@link https://threejs.org/docs/index.html#api/en/cameras/Camera | Official Documentation}
* @see {@link https://github.com/mrdoob/three.js/blob/master/src/cameras/Camera.js | Source}
*/
export class Camera extends Object3D {
/**
* Read-only flag to check if a given object is of type {@link Camera}.
* @remarks This is a _constant_ value
* @defaultValue `true`
*/
readonly isCamera: true;
/**
* @override
* @defaultValue `Camera`
*/
override readonly type: string | "Camera";
/**
* @override
* The {@link Layers | layers} that the {@link Camera} is a member of.
* @remarks Objects must share at least one layer with the {@link Camera} to be n when the camera's viewpoint is rendered.
* @defaultValue `new THREE.Layers()`
*/
override layers: Layers;
/**
* This is the inverse of matrixWorld.
* @remarks MatrixWorld contains the Matrix which has the world transform of the {@link Camera} .
* @defaultValue {@link Matrix4 | `new THREE.Matrix4()`}
*/
matrixWorldInverse: Matrix4;
/**
* This is the matrix which contains the projection.
* @defaultValue {@link Matrix4 | `new THREE.Matrix4()`}
*/
projectionMatrix: Matrix4;
/**
* This is the inverse of projectionMatrix.
* @defaultValue {@link Matrix4 | `new THREE.Matrix4()`}
*/
projectionMatrixInverse: Matrix4;
coordinateSystem: CoordinateSystem;
viewport?: Vector4;
/**
* @remarks
* Note that this class is not intended to be called directly; you probably want a
* {@link PerspectiveCamera | PerspectiveCamera} or
* {@link OrthographicCamera | OrthographicCamera} instead.
*/
constructor();
/**
* The flag that indicates whether the camera uses a reversed depth buffer.
*
* @default false
*/
get reversedDepth(): boolean;
/**
* Returns a {@link Vector3 | Vector3} representing the world space direction in which the {@link Camera} is looking.
* @remarks Note: A {@link Camera} looks down its local, negative z-axis.
* @param target The result will be copied into this Vector3.
*/
getWorldDirection(target: Vector3): Vector3;
}