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import * as _THREE from 'three';
import { THREESubset, Ref, MOUSE_BUTTON, ACTION, DOLLY_DIRECTION, PointerInput, MouseButtons, Touches, FitToOptions, CameraControlsEventMap } from './types';
import { EventDispatcher } from './EventDispatcher';
export declare class CameraControls extends EventDispatcher {
    /**

     * Injects THREE as the dependency. You can then proceed to use CameraControls.

     *

     * e.g

     * ```javascript

     * CameraControls.install( { THREE: THREE } );

     * ```

     *

     * Note: If you do not wish to use enter three.js to reduce file size(tree-shaking for example), make a subset to install.

     *

     * ```js

     * import {

     * 	Vector2,

     * 	Vector3,

     * 	Vector4,

     * 	Quaternion,

     * 	Matrix4,

     * 	Spherical,

     * 	Box3,

     * 	Sphere,

     * 	Raycaster,

     * 	MathUtils,

     * } from 'three';

     *

     * const subsetOfTHREE = {

     * 	Vector2   : Vector2,

     * 	Vector3   : Vector3,

     * 	Vector4   : Vector4,

     * 	Quaternion: Quaternion,

     * 	Matrix4   : Matrix4,

     * 	Spherical : Spherical,

     * 	Box3      : Box3,

     * 	Sphere    : Sphere,

     * 	Raycaster : Raycaster,

     * };



     * CameraControls.install( { THREE: subsetOfTHREE } );

     * ```

     * @category Statics

     */
    static install(libs: {
        THREE: THREESubset;
    }): void;
    /*

    * list all ACTIONs

    * @category Statics

    */
    static readonly ACTION: typeof ACTION;
    /**

     * Minimum vertical angle in radians.

     * The angle has to be between `0` and `.maxPolarAngle` inclusive.

     * The default value is `0`.

     *

     * e.g.

     * ```

     * cameraControls.maxPolarAngle = 0;

     * ```

     * @category Properties

     */
    minPolarAngle: number;
    /**

     * Maximum vertical angle in radians.

     * The angle has to be between `.maxPolarAngle` and `Math.PI` inclusive.

     * The default value is `Math.PI`.

     *

     * e.g.

     * ```

     * cameraControls.maxPolarAngle = Math.PI;

     * ```

     * @category Properties

     */
    maxPolarAngle: number;
    /**

     * Minimum horizontal angle in radians.

     * The angle has to be less than `.maxAzimuthAngle`.

     * The default value is `- Infinity`.

     *

     * e.g.

     * ```

     * cameraControls.minAzimuthAngle = - Infinity;

     * ```

     * @category Properties

     */
    minAzimuthAngle: number;
    /**

     * Maximum horizontal angle in radians.

     * The angle has to be greater than `.minAzimuthAngle`.

     * The default value is `Infinity`.

     *

     * e.g.

     * ```

     * cameraControls.maxAzimuthAngle = Infinity;

     * ```

     * @category Properties

     */
    maxAzimuthAngle: number;
    /**

     * Minimum distance for dolly. The value must be higher than `0`. Default is `Number.EPSILON`.

     * PerspectiveCamera only.

     * @category Properties

     */
    minDistance: number;
    /**

     * Maximum distance for dolly. The value must be higher than `minDistance`. Default is `Infinity`.

     * PerspectiveCamera only.

     * @category Properties

     */
    maxDistance: number;
    /**

     * `true` to enable Infinity Dolly for wheel and pinch. Use this with `minDistance` and `maxDistance`

     * If the Dolly distance is less (or over) than the `minDistance` (or `maxDistance`), `infinityDolly` will keep the distance and pushes the target position instead.

     * @category Properties

     */
    infinityDolly: boolean;
    /**

     * Minimum camera zoom.

     * @category Properties

     */
    minZoom: number;
    /**

     * Maximum camera zoom.

     * @category Properties

     */
    maxZoom: number;
    /**

     * Approximate time in seconds to reach the target. A smaller value will reach the target faster.

     * @category Properties

     */
    smoothTime: number;
    /**

     * the smoothTime while dragging

     * @category Properties

     */
    draggingSmoothTime: number;
    /**

     * Max transition speed in unit-per-seconds

     * @category Properties

     */
    maxSpeed: number;
    /**

     * Speed of azimuth (horizontal) rotation.

     * @category Properties

     */
    azimuthRotateSpeed: number;
    /**

     * Speed of polar (vertical) rotation.

     * @category Properties

     */
    polarRotateSpeed: number;
    /**

     * Speed of mouse-wheel dollying.

     * @category Properties

     */
    dollySpeed: number;
    /**

     * `true` to invert direction when dollying or zooming via drag

     * @category Properties

     */
    dollyDragInverted: boolean;
    /**

     * Speed of drag for truck and pedestal.

     * @category Properties

     */
    truckSpeed: number;
    /**

     * `true` to enable Dolly-in to the mouse cursor coords.

     * @category Properties

     */
    dollyToCursor: boolean;
    /**

     * @category Properties

     */
    dragToOffset: boolean;
    /**

     * Friction ratio of the boundary.

     * @category Properties

     */
    boundaryFriction: number;
    /**

     * Controls how soon the `rest` event fires as the camera slows.

     * @category Properties

     */
    restThreshold: number;
    /**

     * An array of Meshes to collide with camera.

     * Be aware colliderMeshes may decrease performance. The collision test uses 4 raycasters from the camera since the near plane has 4 corners.

     * @category Properties

     */
    colliderMeshes: _THREE.Object3D[];
    /**

     * User's mouse input config.

     *

     * | button to assign      | behavior |

     * | --------------------- | -------- |

     * | `mouseButtons.left`   | `CameraControls.ACTION.ROTATE`* \| `CameraControls.ACTION.TRUCK` \| `CameraControls.ACTION.OFFSET` \| `CameraControls.ACTION.DOLLY` \| `CameraControls.ACTION.ZOOM` \| `CameraControls.ACTION.NONE` |

     * | `mouseButtons.right`  | `CameraControls.ACTION.ROTATE` \| `CameraControls.ACTION.TRUCK`* \| `CameraControls.ACTION.OFFSET` \| `CameraControls.ACTION.DOLLY` \| `CameraControls.ACTION.ZOOM` \| `CameraControls.ACTION.NONE` |

     * | `mouseButtons.wheel` ¹ | `CameraControls.ACTION.ROTATE` \| `CameraControls.ACTION.TRUCK` \| `CameraControls.ACTION.OFFSET` \| `CameraControls.ACTION.DOLLY` \| `CameraControls.ACTION.ZOOM` \| `CameraControls.ACTION.NONE` |

     * | `mouseButtons.middle` ² | `CameraControls.ACTION.ROTATE` \| `CameraControls.ACTION.TRUCK` \| `CameraControls.ACTION.OFFSET` \| `CameraControls.ACTION.DOLLY`* \| `CameraControls.ACTION.ZOOM` \| `CameraControls.ACTION.NONE` |

     *

     * 1. Mouse wheel event for scroll "up/down" on mac "up/down/left/right"

     * 2. Mouse click on wheel event "button"

     * - \* is the default.

     * - The default of `mouseButtons.wheel` is:

     *   - `DOLLY` for Perspective camera.

     *   - `ZOOM` for Orthographic camera, and can't set `DOLLY`.

     * @category Properties

     */
    mouseButtons: MouseButtons;
    /**

     * User's touch input config.

     *

     * | fingers to assign     | behavior |

     * | --------------------- | -------- |

     * | `touches.one` | `CameraControls.ACTION.TOUCH_ROTATE`* \| `CameraControls.ACTION.TOUCH_TRUCK` \| `CameraControls.ACTION.TOUCH_OFFSET` \| `CameraControls.ACTION.DOLLY` | `CameraControls.ACTION.ZOOM` | `CameraControls.ACTION.NONE` |

     * | `touches.two` | `ACTION.TOUCH_DOLLY_TRUCK` \| `ACTION.TOUCH_DOLLY_OFFSET` \| `ACTION.TOUCH_DOLLY_ROTATE` \| `ACTION.TOUCH_ZOOM_TRUCK` \| `ACTION.TOUCH_ZOOM_OFFSET` \| `ACTION.TOUCH_ZOOM_ROTATE` \| `ACTION.TOUCH_DOLLY` \| `ACTION.TOUCH_ZOOM` \| `CameraControls.ACTION.TOUCH_ROTATE` \| `CameraControls.ACTION.TOUCH_TRUCK` \| `CameraControls.ACTION.TOUCH_OFFSET` \| `CameraControls.ACTION.NONE` |

     * | `touches.three` | `ACTION.TOUCH_DOLLY_TRUCK` \| `ACTION.TOUCH_DOLLY_OFFSET` \| `ACTION.TOUCH_DOLLY_ROTATE` \| `ACTION.TOUCH_ZOOM_TRUCK` \| `ACTION.TOUCH_ZOOM_OFFSET` \| `ACTION.TOUCH_ZOOM_ROTATE` \| `CameraControls.ACTION.TOUCH_ROTATE` \| `CameraControls.ACTION.TOUCH_TRUCK` \| `CameraControls.ACTION.TOUCH_OFFSET` \| `CameraControls.ACTION.NONE` |

     *

     * - \* is the default.

     * - The default of `touches.two` and `touches.three` is:

     *   - `TOUCH_DOLLY_TRUCK` for Perspective camera.

     *   - `TOUCH_ZOOM_TRUCK` for Orthographic camera, and can't set `TOUCH_DOLLY_TRUCK` and `TOUCH_DOLLY`.

     * @category Properties

     */
    touches: Touches;
    /**

     * Force cancel user dragging.

     * @category Methods

     */
    cancel: () => void;
    /**

     * Still an experimental feature.

     * This could change at any time.

     * @category Methods

     */
    lockPointer: () => void;
    /**

     * Still an experimental feature.

     * This could change at any time.

     * @category Methods

     */
    unlockPointer: () => void;
    protected _enabled: boolean;
    protected _camera: _THREE.PerspectiveCamera | _THREE.OrthographicCamera;
    protected _yAxisUpSpace: _THREE.Quaternion;
    protected _yAxisUpSpaceInverse: _THREE.Quaternion;
    protected _state: ACTION;
    protected _domElement?: HTMLElement;
    protected _viewport: _THREE.Vector4 | null;
    protected _target: _THREE.Vector3;
    protected _targetEnd: _THREE.Vector3;
    protected _focalOffset: _THREE.Vector3;
    protected _focalOffsetEnd: _THREE.Vector3;
    protected _spherical: _THREE.Spherical;
    protected _sphericalEnd: _THREE.Spherical;
    protected _lastDistance: number;
    protected _zoom: number;
    protected _zoomEnd: number;
    protected _lastZoom: number;
    protected _cameraUp0: _THREE.Vector3;
    protected _target0: _THREE.Vector3;
    protected _position0: _THREE.Vector3;
    protected _zoom0: number;
    protected _focalOffset0: _THREE.Vector3;
    protected _dollyControlCoord: _THREE.Vector2;
    protected _changedDolly: number;
    protected _changedZoom: number;
    protected _nearPlaneCorners: [
        _THREE.Vector3,
        _THREE.Vector3,
        _THREE.Vector3,
        _THREE.Vector3
    ];
    protected _hasRested: boolean;
    protected _boundary: _THREE.Box3;
    protected _boundaryEnclosesCamera: boolean;
    protected _needsUpdate: boolean;
    protected _updatedLastTime: boolean;
    protected _elementRect: DOMRect;
    protected _isDragging: boolean;
    protected _dragNeedsUpdate: boolean;
    protected _activePointers: PointerInput[];
    protected _lockedPointer: PointerInput | null;
    protected _interactiveArea: DOMRect;
    protected _isUserControllingRotate: boolean;
    protected _isUserControllingDolly: boolean;
    protected _isUserControllingTruck: boolean;
    protected _isUserControllingOffset: boolean;
    protected _isUserControllingZoom: boolean;
    protected _lastDollyDirection: DOLLY_DIRECTION;
    protected _thetaVelocity: Ref;
    protected _phiVelocity: Ref;
    protected _radiusVelocity: Ref;
    protected _targetVelocity: _THREE.Vector3;
    protected _focalOffsetVelocity: _THREE.Vector3;
    protected _zoomVelocity: Ref;
    /*

    * @deprecated Use `cameraControls.mouseButtons.left = CameraControls.ACTION.SCREEN_PAN` instead.

    */
    verticalDragToForward: boolean;
    /**

     * Creates a `CameraControls` instance.

     *

     * Note:

     * You **must install** three.js before using camera-controls. see [#install](#install)

     * Not doing so will lead to runtime errors (`undefined` references to THREE).

     *

     * e.g.

     * ```

     * CameraControls.install( { THREE } );

     * const cameraControls = new CameraControls( camera, domElement );

     * ```

     *

     * @param camera A `THREE.PerspectiveCamera` or `THREE.OrthographicCamera` to be controlled.

     * @param domElement A `HTMLElement` for the draggable area, usually `renderer.domElement`.

     * @category Constructor

     */
    constructor(camera: _THREE.PerspectiveCamera | _THREE.OrthographicCamera, domElement?: HTMLElement);
    /*

    * The camera to be controlled

    * @category Properties

    */
    camera: _THREE.PerspectiveCamera | _THREE.OrthographicCamera;
    /*

    * Whether or not the controls are enabled.

    * `false` to disable user dragging/touch-move, but all methods works.

    * @category Properties

    */
    enabled: boolean;
    /*

    * Returns `true` if the controls are active updating.

    * readonly value.

    * @category Properties

    */
    readonly active: boolean;
    /*

    * Getter for the current `ACTION`.

    * readonly value.

    * @category Properties

    */
    readonly currentAction: ACTION;
    /*

    * get/set Current distance.

    * @category Properties

    */
    distance: number;
    /*

    * get/set the azimuth angle (horizontal) in radians.

    * Every 360 degrees turn is added to `.azimuthAngle` value, which is accumulative.

    * @category Properties

    */
    azimuthAngle: number;
    /*

    * get/set the polar angle (vertical) in radians.

    * @category Properties

    */
    polarAngle: number;
    /*

    * Whether camera position should be enclosed in the boundary or not.

    * @category Properties

    */
    boundaryEnclosesCamera: boolean;
    /*

    * Set drag-start, touches and wheel enable area in the domElement.

    * each values are between `0` and `1` inclusive, where `0` is left/top and `1` is right/bottom of the screen.

    * e.g. `{ x: 0, y: 0, width: 1, height: 1 }` for entire area.

    * @category Properties

    */
    interactiveArea: DOMRect | {
        x: number;
        y: number;
        width: number;
        height: number;
    };
    /**

     * Adds the specified event listener.

     * Applicable event types (which is `K`) are:

     * | Event name          | Timing |

     * | ------------------- | ------ |

     * | `'controlstart'`    | When the user starts to control the camera via mouse / touches. ¹ |

     * | `'control'`         | When the user controls the camera (dragging). |

     * | `'controlend'`      | When the user ends to control the camera. ¹ |

     * | `'transitionstart'` | When any kind of transition starts, either user control or using a method with `enableTransition = true` |

     * | `'update'`          | When the camera position is updated. |

     * | `'wake'`            | When the camera starts moving. |

     * | `'rest'`            | When the camera movement is below `.restThreshold` ². |

     * | `'sleep'`           | When the camera end moving. |

     *

     * 1. `mouseButtons.wheel` (Mouse wheel control) does not emit `'controlstart'` and `'controlend'`. `mouseButtons.wheel` uses scroll-event internally, and scroll-event happens intermittently. That means "start" and "end" cannot be detected.

     * 2. Due to damping, `sleep` will usually fire a few seconds after the camera _appears_ to have stopped moving. If you want to do something (e.g. enable UI, perform another transition) at the point when the camera has stopped, you probably want the `rest` event. This can be fine tuned using the `.restThreshold` parameter. See the [Rest and Sleep Example](https://yomotsu.github.io/camera-controls/examples/rest-and-sleep.html).

     *

     * e.g.

     * ```

     * cameraControl.addEventListener( 'controlstart', myCallbackFunction );

     * ```

     * @param type event name

     * @param listener handler function

     * @category Methods

     */
    addEventListener<K extends keyof CameraControlsEventMap>(type: K, listener: (event: CameraControlsEventMap[K]) => any): void;
    /**

     * Removes the specified event listener

     * e.g.

     * ```

     * cameraControl.addEventListener( 'controlstart', myCallbackFunction );

     * ```

     * @param type event name

     * @param listener handler function

     * @category Methods

     */
    removeEventListener<K extends keyof CameraControlsEventMap>(type: K, listener: (event: CameraControlsEventMap[K]) => any): void;
    /**

     * Rotate azimuthal angle(horizontal) and polar angle(vertical).

     * Every value is added to the current value.

     * @param azimuthAngle Azimuth rotate angle. In radian.

     * @param polarAngle Polar rotate angle. In radian.

     * @param enableTransition Whether to move smoothly or immediately

     * @category Methods

     */
    rotate(azimuthAngle: number, polarAngle: number, enableTransition?: boolean): Promise<void>;
    /**

     * Rotate azimuthal angle(horizontal) to the given angle and keep the same polar angle(vertical) target.

     *

     * e.g.

     * ```

     * cameraControls.rotateAzimuthTo( 30 * THREE.MathUtils.DEG2RAD, true );

     * ```

     * @param azimuthAngle Azimuth rotate angle. In radian.

     * @param enableTransition Whether to move smoothly or immediately

     * @category Methods

     */
    rotateAzimuthTo(azimuthAngle: number, enableTransition?: boolean): Promise<void>;
    /**

     * Rotate polar angle(vertical) to the given angle and keep the same azimuthal angle(horizontal) target.

     *

     * e.g.

     * ```

     * cameraControls.rotatePolarTo( 30 * THREE.MathUtils.DEG2RAD, true );

     * ```

     * @param polarAngle Polar rotate angle. In radian.

     * @param enableTransition Whether to move smoothly or immediately

     * @category Methods

     */
    rotatePolarTo(polarAngle: number, enableTransition?: boolean): Promise<void>;
    /**

     * Rotate azimuthal angle(horizontal) and polar angle(vertical) to the given angle.

     * Camera view will rotate over the orbit pivot absolutely:

     *

     * azimuthAngle

     * ```

     *       0º

     *         \

     * 90º -----+----- -90º

     *           \

     *           180º

     * ```

     * | direction | angle                  |

     * | --------- | ---------------------- |

     * | front     | 0º                     |

     * | left      | 90º (`Math.PI / 2`)    |

     * | right     | -90º (`- Math.PI / 2`) |

     * | back      | 180º (`Math.PI`)       |

     *

     * polarAngle

     * ```

     *     180º

     *      |

     *      90º

     *      |

     *      0º

     * ```

     * | direction            | angle                  |

     * | -------------------- | ---------------------- |

     * | top/sky              | 180º (`Math.PI`)       |

     * | horizontal from view | 90º (`Math.PI / 2`)    |

     * | bottom/floor         | 0º                     |

     *

     * @param azimuthAngle Azimuth rotate angle to. In radian.

     * @param polarAngle Polar rotate angle to. In radian.

     * @param enableTransition  Whether to move smoothly or immediately

     * @category Methods

     */
    rotateTo(azimuthAngle: number, polarAngle: number, enableTransition?: boolean): Promise<void>;
    /**

     * Dolly in/out camera position.

     * @param distance Distance of dollyIn. Negative number for dollyOut.

     * @param enableTransition Whether to move smoothly or immediately.

     * @category Methods

     */
    dolly(distance: number, enableTransition?: boolean): Promise<void>;
    /**

     * Dolly in/out camera position to given distance.

     * @param distance Distance of dolly.

     * @param enableTransition Whether to move smoothly or immediately.

     * @category Methods

     */
    dollyTo(distance: number, enableTransition?: boolean): Promise<void>;
    protected _dollyToNoClamp(distance: number, enableTransition?: boolean): Promise<void>;
    /**

     * Dolly in, but does not change the distance between the target and the camera, and moves the target position instead.

     * Specify a negative value for dolly out.

     * @param distance Distance of dolly.

     * @param enableTransition Whether to move smoothly or immediately.

     * @category Methods

     */
    dollyInFixed(distance: number, enableTransition?: boolean): Promise<void>;
    /**

     * Zoom in/out camera. The value is added to camera zoom.

     * Limits set with `.minZoom` and `.maxZoom`

     * @param zoomStep zoom scale

     * @param enableTransition Whether to move smoothly or immediately

     * @category Methods

     */
    zoom(zoomStep: number, enableTransition?: boolean): Promise<void>;
    /**

     * Zoom in/out camera to given scale. The value overwrites camera zoom.

     * Limits set with .minZoom and .maxZoom

     * @param zoom

     * @param enableTransition

     * @category Methods

     */
    zoomTo(zoom: number, enableTransition?: boolean): Promise<void>;
    /**

     * @deprecated `pan()` has been renamed to `truck()`

     * @category Methods

     */
    pan(x: number, y: number, enableTransition?: boolean): Promise<void>;
    /**

     * Truck and pedestal camera using current azimuthal angle

     * @param x Horizontal translate amount

     * @param y Vertical translate amount

     * @param enableTransition Whether to move smoothly or immediately

     * @category Methods

     */
    truck(x: number, y: number, enableTransition?: boolean): Promise<void>;
    /**

     * Move forward / backward.

     * @param distance Amount to move forward / backward. Negative value to move backward

     * @param enableTransition Whether to move smoothly or immediately

     * @category Methods

     */
    forward(distance: number, enableTransition?: boolean): Promise<void>;
    /**

     * Move up / down.

     * @param height Amount to move up / down. Negative value to move down

     * @param enableTransition Whether to move smoothly or immediately

     * @category Methods

     */
    elevate(height: number, enableTransition?: boolean): Promise<void>;
    /**

     * Move target position to given point.

     * @param x x coord to move center position

     * @param y y coord to move center position

     * @param z z coord to move center position

     * @param enableTransition Whether to move smoothly or immediately

     * @category Methods

     */
    moveTo(x: number, y: number, z: number, enableTransition?: boolean): Promise<void>;
    /**

     * Look in the given point direction.

     * @param x point x.

     * @param y point y.

     * @param z point z.

     * @param enableTransition Whether to move smoothly or immediately.

     * @returns Transition end promise

     * @category Methods

     */
    lookInDirectionOf(x: number, y: number, z: number, enableTransition?: boolean): Promise<void>;
    /**

     * Fit the viewport to the box or the bounding box of the object, using the nearest axis. paddings are in unit.

     * set `cover: true` to fill enter screen.

     * e.g.

     * ```

     * cameraControls.fitToBox( myMesh );

     * ```

     * @param box3OrObject Axis aligned bounding box to fit the view.

     * @param enableTransition Whether to move smoothly or immediately.

     * @param options | `<object>` { cover: boolean, paddingTop: number, paddingLeft: number, paddingBottom: number, paddingRight: number }

     * @returns Transition end promise

     * @category Methods

     */
    fitToBox(box3OrObject: _THREE.Box3 | _THREE.Object3D, enableTransition: boolean, { cover, paddingLeft, paddingRight, paddingBottom, paddingTop }?: Partial<FitToOptions>): Promise<void[]>;
    /**

     * Fit the viewport to the sphere or the bounding sphere of the object.

     * @param sphereOrMesh

     * @param enableTransition

     * @category Methods

     */
    fitToSphere(sphereOrMesh: _THREE.Sphere | _THREE.Object3D, enableTransition: boolean): Promise<void[]>;
    /**

     * Look at the `target` from the `position`.

     * @param positionX

     * @param positionY

     * @param positionZ

     * @param targetX

     * @param targetY

     * @param targetZ

     * @param enableTransition

     * @category Methods

     */
    setLookAt(positionX: number, positionY: number, positionZ: number, targetX: number, targetY: number, targetZ: number, enableTransition?: boolean): Promise<void>;
    /**

     * Similar to setLookAt, but it interpolates between two states.

     * @param positionAX

     * @param positionAY

     * @param positionAZ

     * @param targetAX

     * @param targetAY

     * @param targetAZ

     * @param positionBX

     * @param positionBY

     * @param positionBZ

     * @param targetBX

     * @param targetBY

     * @param targetBZ

     * @param t

     * @param enableTransition

     * @category Methods

     */
    lerpLookAt(positionAX: number, positionAY: number, positionAZ: number, targetAX: number, targetAY: number, targetAZ: number, positionBX: number, positionBY: number, positionBZ: number, targetBX: number, targetBY: number, targetBZ: number, t: number, enableTransition?: boolean): Promise<void>;
    /**

     * Set angle and distance by given position.

     * An alias of `setLookAt()`, without target change. Thus keep gazing at the current target

     * @param positionX

     * @param positionY

     * @param positionZ

     * @param enableTransition

     * @category Methods

     */
    setPosition(positionX: number, positionY: number, positionZ: number, enableTransition?: boolean): Promise<void>;
    /**

     * Set the target position where gaze at.

     * An alias of `setLookAt()`, without position change. Thus keep the same position.

     * @param targetX

     * @param targetY

     * @param targetZ

     * @param enableTransition

     * @category Methods

     */
    setTarget(targetX: number, targetY: number, targetZ: number, enableTransition?: boolean): Promise<void>;
    /**

     * Set focal offset using the screen parallel coordinates. z doesn't affect in Orthographic as with Dolly.

     * @param x

     * @param y

     * @param z

     * @param enableTransition

     * @category Methods

     */
    setFocalOffset(x: number, y: number, z: number, enableTransition?: boolean): Promise<void>;
    /**

     * Set orbit point without moving the camera.

     * SHOULD NOT RUN DURING ANIMATIONS. `setOrbitPoint()` will immediately fix the positions.

     * @param targetX

     * @param targetY

     * @param targetZ

     * @category Methods

     */
    setOrbitPoint(targetX: number, targetY: number, targetZ: number): void;
    /**

     * Set the boundary box that encloses the target of the camera. box3 is in THREE.Box3

     * @param box3

     * @category Methods

     */
    setBoundary(box3?: _THREE.Box3): void;
    /**

     * Set (or unset) the current viewport.

     * Set this when you want to use renderer viewport and .dollyToCursor feature at the same time.

     * @param viewportOrX

     * @param y

     * @param width

     * @param height

     * @category Methods

     */
    setViewport(viewportOrX: _THREE.Vector4 | number | null, y: number, width: number, height: number): void;
    /**

     * Calculate the distance to fit the box.

     * @param width box width

     * @param height box height

     * @param depth box depth

     * @returns distance

     * @category Methods

     */
    getDistanceToFitBox(width: number, height: number, depth: number, cover?: boolean): number;
    /**

     * Calculate the distance to fit the sphere.

     * @param radius sphere radius

     * @returns distance

     * @category Methods

     */
    getDistanceToFitSphere(radius: number): number;
    /**

     * Returns the orbit center position, where the camera looking at.

     * @param out The receiving Vector3 instance to copy the result

     * @param receiveEndValue Whether receive the transition end coords or current. default is `true`

     * @category Methods

     */
    getTarget(out: _THREE.Vector3, receiveEndValue?: boolean): _THREE.Vector3;
    /**

     * Returns the camera position.

     * @param out The receiving Vector3 instance to copy the result

     * @param receiveEndValue Whether receive the transition end coords or current. default is `true`

     * @category Methods

     */
    getPosition(out: _THREE.Vector3, receiveEndValue?: boolean): _THREE.Vector3;
    /**

     * Returns the spherical coordinates of the orbit.

     * @param out The receiving Spherical instance to copy the result

     * @param receiveEndValue Whether receive the transition end coords or current. default is `true`

     * @category Methods

     */
    getSpherical(out: _THREE.Spherical, receiveEndValue?: boolean): _THREE.Spherical;
    /**

     * Returns the focal offset, which is how much the camera appears to be translated in screen parallel coordinates.

     * @param out The receiving Vector3 instance to copy the result

     * @param receiveEndValue Whether receive the transition end coords or current. default is `true`

     * @category Methods

     */
    getFocalOffset(out: _THREE.Vector3, receiveEndValue?: boolean): _THREE.Vector3;
    /**

     * Normalize camera azimuth angle rotation between 0 and 360 degrees.

     * @category Methods

     */
    normalizeRotations(): void;
    /**

     * stop all transitions.

     */
    stop(): void;
    /**

     * Reset all rotation and position to defaults.

     * @param enableTransition

     * @category Methods

     */
    reset(enableTransition?: boolean): Promise<void[]>;
    /**

     * Set current camera position as the default position.

     * @category Methods

     */
    saveState(): void;
    /**

     * Sync camera-up direction.

     * When camera-up vector is changed, `.updateCameraUp()` must be called.

     * @category Methods

     */
    updateCameraUp(): void;
    /**

     * Apply current camera-up direction to the camera.

     * The orbit system will be re-initialized with the current position.

     * @category Methods

     */
    applyCameraUp(): void;
    /**

     * Update camera position and directions.

     * This should be called in your tick loop every time, and returns true if re-rendering is needed.

     * @param delta

     * @returns updated

     * @category Methods

     */
    update(delta: number): boolean;
    /**

     * Get all state in JSON string

     * @category Methods

     */
    toJSON(): string;
    /**

     * Reproduce the control state with JSON. enableTransition is where anim or not in a boolean.

     * @param json

     * @param enableTransition

     * @category Methods

     */
    fromJSON(json: string, enableTransition?: boolean): void;
    /**

     * Attach all internal event handlers to enable drag control.

     * @category Methods

     */
    connect(domElement: HTMLElement): void;
    /**

     * Detach all internal event handlers to disable drag control.

     */
    disconnect(): void;
    /**

     * Dispose the cameraControls instance itself, remove all eventListeners.

     * @category Methods

     */
    dispose(): void;
    protected _getTargetDirection(out: _THREE.Vector3): _THREE.Vector3;
    protected _getCameraDirection(out: _THREE.Vector3): _THREE.Vector3;
    protected _findPointerById(pointerId: number): PointerInput | undefined;
    protected _findPointerByMouseButton(mouseButton: MOUSE_BUTTON): PointerInput | undefined;
    protected _disposePointer(pointer: PointerInput): void;
    protected _encloseToBoundary(position: _THREE.Vector3, offset: _THREE.Vector3, friction: number): _THREE.Vector3;
    protected _updateNearPlaneCorners(): void;
    protected _truckInternal: (deltaX: number, deltaY: number, dragToOffset: boolean, screenSpacePanning: boolean) => void;
    protected _rotateInternal: (deltaX: number, deltaY: number) => void;
    protected _dollyInternal: (delta: number, x: number, y: number) => void;
    protected _zoomInternal: (delta: number, x: number, y: number) => void;
    protected _collisionTest(): number;
    /**

     * Get its client rect and package into given `DOMRect` .

     */
    protected _getClientRect(target: DOMRect): DOMRect | undefined;
    protected _createOnRestPromise(resolveImmediately: boolean): Promise<void>;
    protected _addAllEventListeners(_domElement: HTMLElement): void;
    protected _removeAllEventListeners(): void;
    /*

    * backward compatible

    * @deprecated use smoothTime (in seconds) instead

    * @category Properties

    

    

    * backward compatible

    * @deprecated use smoothTime (in seconds) instead

    * @category Properties

    */
    dampingFactor: number;
    /*

    * backward compatible

    * @deprecated use draggingSmoothTime (in seconds) instead

    * @category Properties

    

    

    * backward compatible

    * @deprecated use draggingSmoothTime (in seconds) instead

    * @category Properties

    */
    draggingDampingFactor: number;
    static createBoundingSphere(object3d: _THREE.Object3D, out?: _THREE.Sphere): _THREE.Sphere;
}