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Build next-level interactive web applications.

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import { Camera as ThreeCamera } from 'three/src/cameras/Camera.js'; import { Element3D, type Element3DAttributes } from '../core/Element3D.js'; export type CameraAttributes = Element3DAttributes | 'aspect' | 'near' | 'far' | 'active' | 'zoom'; /** * @class Camera * * Base class for all camera elements, f.e. [`<lume-perspective-camera>`](./PerspectiveCamera). * * @extends Element3D */ export declare class Camera extends Element3D { /** * @property {number} aspect * * *attribute* * * Default: `0` * * A value of `0` sets the aspect ratio to automatic, based on the * dimensions of a scene. You normally don't want to modify this, but in * case of stretched or squished display, this can be adjusted appropriately * to unstretch or unsquish the view of the 3d world. */ aspect: number; /** * @property {number} near * * *attribute* * * Default: `1` * * Anything closer to the camera than this value will not be rendered. */ near: number; /** * @property {number} far * * *attribute* * * Default: `3000` * * Anything further from the camera than this value will not be rendered. */ far: number; /** * @property {boolean} active * * *attribute* * * Default: `false` * * When `true`, the camera will be used as the viewport into the 3D scene, * instead of the scene's default camera. When set back to `false`, the last * camera that was set (and is still) active will be used, or if no other * cameras are active the scene's default camera will be used. */ active: boolean; /** * @property {number} zoom * * *attribute* * * Default: `1` * * The zoom level of the camera modifies the effective field of view. * Increasing the zoom will decrease the effective field of view, and vice * versa. At zoom level `1`, the effective field of view is equivalent to * [`fov`](#fov). */ zoom: number; connectedCallback(): void; makeThreeObject3d(): ThreeCamera; } //# sourceMappingURL=Camera.d.ts.map