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import { Matrix4 } from './../math/Matrix4';
import { Vector3 } from './../math/Vector3';
import { Object3D } from './../core/Object3D';

// Cameras ////////////////////////////////////////////////////////////////////////////////////////

/**
 * Abstract base class for cameras. This class should always be inherited when you build a new camera.
 */
export class Camera extends Object3D {
	/**
	 * This constructor sets following properties to the correct type: matrixWorldInverse, projectionMatrix and projectionMatrixInverse.
	 */
	constructor();

	/**
	 * This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.
	 * @default new THREE.Matrix4()
	 */
	matrixWorldInverse: Matrix4;

	/**
	 * This is the matrix which contains the projection.
	 * @default new THREE.Matrix4()
	 */
	projectionMatrix: Matrix4;

	/**
	 * This is the inverse of projectionMatrix.
	 * @default new THREE.Matrix4()
	 */
	projectionMatrixInverse: Matrix4;

	readonly isCamera: true;

	getWorldDirection(target: Vector3): Vector3;

	updateMatrixWorld(force?: boolean): void;
}