three
Version:
JavaScript 3D library
69 lines (38 loc) • 1.47 kB
JavaScript
/**
* @author mrdoob / http://mrdoob.com/
* @author mikael emtinger / http://gomo.se/
* @author WestLangley / http://github.com/WestLangley
*/
THREE.Camera = function () {
THREE.Object3D.call( this );
this.type = 'Camera';
this.matrixWorldInverse = new THREE.Matrix4();
this.projectionMatrix = new THREE.Matrix4();
};
THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
THREE.Camera.prototype.constructor = THREE.Camera;
THREE.Camera.prototype.getWorldDirection = function () {
var quaternion = new THREE.Quaternion();
return function ( optionalTarget ) {
var result = optionalTarget || new THREE.Vector3();
this.getWorldQuaternion( quaternion );
return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
};
}();
THREE.Camera.prototype.lookAt = function () {
// This routine does not support cameras with rotated and/or translated parent(s)
var m1 = new THREE.Matrix4();
return function ( vector ) {
m1.lookAt( this.position, vector, this.up );
this.quaternion.setFromRotationMatrix( m1 );
};
}();
THREE.Camera.prototype.clone = function () {
return new this.constructor().copy( this );
};
THREE.Camera.prototype.copy = function ( source ) {
THREE.Object3D.prototype.copy.call( this, source );
this.matrixWorldInverse.copy( source.matrixWorldInverse );
this.projectionMatrix.copy( source.projectionMatrix );
return this;
};