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A 3D viewer framework built on top of three.js in TypeScript with a focus on quality rendering, modularity and extensibility.

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import { Camera, Event, IUniform, PerspectiveCamera, Vector3 } from 'three'; import { UiObjectConfig } from 'uiconfig.js'; import type { ICamera, ICameraEvent, ICameraUserData, TCameraControlsMode } from '../ICamera'; import { ICameraSetDirtyOptions } from '../ICamera'; import type { ICameraControls, TControlsCtor } from './ICameraControls'; import { IObject3D } from '../IObject'; import { CameraView, ICameraView } from './CameraView'; export declare class PerspectiveCamera2 extends PerspectiveCamera implements ICamera { assetType: "camera"; get controls(): ICameraControls | undefined; name: string; private _controls?; private _currentControlsMode; controlsMode: TCameraControlsMode; /** * It should be the canvas actually * @private */ private _canvas?; get isMainCamera(): boolean; userData: ICameraUserData; fov: number; focus: number; zoom: number; readonly position: Vector3; /** * The target position of the camera (where the camera looks at). Also syncs with the controls.target, so it's not required to set that separately. * Note: this is always in world-space * Note: {@link autoLookAtTarget} must be set to trye to make the camera look at the target when no controls are enabled */ readonly target: Vector3; /** * Automatically manage aspect ratio based on window/canvas size. * Defaults to `true` if {@link domElement}(canvas) is set. */ autoAspect: boolean; /** * Near clipping plane. * This is managed by RootScene for active cameras * To change the minimum that's possible set {@link minNearPlane} * To use a fixed value set {@link autoNearFar} to false and set {@link minNearPlane} */ near: number; /** * Far clipping plane. * This is managed by RootScene for active cameras * To change the maximum that's possible set {@link maxFarPlane} * To use a fixed value set {@link autoNearFar} to false and set {@link maxFarPlane} */ far: number; /** * Automatically make the camera look at the {@link target} on {@link setDirty} call * Defaults to false. Note that this must be set to true to make the camera look at the target without any controls */ autoLookAtTarget: boolean; /** * Automatically manage near and far clipping planes based on scene size. */ autoNearFar: boolean; /** * Minimum near clipping plane allowed. (Distance from camera) * Used in RootScene when {@link autoNearFar} is true. * @default 0.2 */ minNearPlane: number; /** * Maximum far clipping plane allowed. (Distance from camera) * Used in RootScene when {@link autoNearFar} is true. */ maxFarPlane: number; /** * Automatically move the camera(dolly) when the field of view(fov) changes. * Works when controls are enabled or autoLookAtTarget is true. * * Note - this is not exact */ dollyFov: boolean; constructor(controlsMode?: TCameraControlsMode, domElement?: HTMLCanvasElement, autoAspect?: boolean, fov?: number, aspect?: number); private _interactionsDisabledBy; /** * If interactions are enabled for this camera. It can be disabled by some code or plugin. * see also {@link setInteractions} * @deprecated use {@link canUserInteract} to check if the user can interact with this camera * @readonly */ get interactionsEnabled(): boolean; setInteractions(enabled: boolean, by: string): void; get canUserInteract(): boolean; setDirty(options?: ICameraSetDirtyOptions | Event): void; /** * when aspect ratio is set to auto it must be refreshed on resize, this is done by the viewer for the main camera. * @param setDirty */ refreshAspect(setDirty?: boolean): void; protected _nearFarChanged(): void; refreshUi: (this: ICamera) => void; refreshTarget: (this: ICamera, distanceFromTarget?: number, setDirty?: boolean) => void; activateMain: (this: ICamera, options?: Partial<ICameraEvent>, _internal?: boolean, _refresh?: boolean) => void; deactivateMain: (this: ICamera, options?: Partial<ICameraEvent>, _internal?: boolean, _refresh?: boolean) => void; private _controlsCtors; setControlsCtor(key: string, ctor: TControlsCtor, replace?: boolean): void; removeControlsCtor(key: string): void; private _controlsChanged; private _initCameraControls; private _disposeCameraControls; refreshCameraControls(setDirty?: boolean): void; /** * Serializes this camera with controls to JSON. * @param meta - metadata for serialization * @param baseOnly - Calls only super.toJSON, does internal three.js serialization. Set it to true only if you know what you are doing. */ toJSON(meta?: any, baseOnly?: boolean): any; fromJSON(data: any, meta?: any): this | null; getView<T extends ICameraView = CameraView>(worldSpace?: boolean, _view?: T): T; setView(view: ICameraView): void; setViewFromCamera(camera: Camera | ICamera, distanceFromTarget?: number, worldSpace?: boolean): void; setViewToMain(eventOptions: Partial<ICameraEvent>): void; private _positionWorld; /** * See also cameraHelpers.glsl * @param material */ updateShaderProperties(material: { defines: Record<string, string | number | undefined>; uniforms: { [p: string]: IUniform; }; }): this; dispose(): void; private _camUi; uiConfig: UiObjectConfig; visible: boolean; get isActiveCamera(): boolean; /** * @deprecated use `<T>camera.controls` instead */ getControls<T extends ICameraControls>(): T | undefined; /** * @deprecated use `this` instead */ get cameraObject(): this; /** * @deprecated use `this` instead */ get modelObject(): this; /** * @deprecated - use setDirty directly * @param setDirty */ targetUpdated(setDirty?: boolean): void; traverse: (callback: (object: IObject3D) => void) => void; traverseVisible: (callback: (object: IObject3D) => void) => void; traverseAncestors: (callback: (object: IObject3D) => void) => void; getObjectById: <T extends IObject3D = IObject3D>(id: number) => T | undefined; getObjectByName: <T extends IObject3D = IObject3D>(name: string) => T | undefined; getObjectByProperty: <T extends IObject3D = IObject3D>(name: string, value: string) => T | undefined; copy: (source: ICamera | Camera | IObject3D, recursive?: boolean, distanceFromTarget?: number, worldSpace?: boolean) => this; clone: (recursive?: boolean) => this; add: (...object: IObject3D[]) => this; remove: (...object: IObject3D[]) => this; dispatchEvent: (event: ICameraEvent) => void; parent: IObject3D | null; children: IObject3D[]; } /** * Empty class with the constructor same as PerspectiveCamera in three.js. * This can be used to remain compatible with three.js construct signature. */ export declare class PerspectiveCamera0 extends PerspectiveCamera2 { constructor(fov?: number, aspect?: number, near?: number, far?: number); } //# sourceMappingURL=PerspectiveCamera2.d.ts.map