/
Camera.html
66 lines (46 loc) · 1.71 KB
/
Camera.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../" />
<script src="list.js"></script>
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Object3D] →
<h1>[name]</h1>
<div class="desc">Abstract base class for cameras. This class should always be inherited when you build a new camera.</div>
<h2>Constructor</h2>
<h3>[name]()</h3>
<div>
This constructor sets the following properties to the correct type: matrixWorldInverse and projectionMatrix.
</div>
<h2>Properties</h2>
<h3>[property:Matrix4 matrixWorldInverse]</h3>
<div>This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.</div>
<h3>[property:Matrix4 projectionMatrix]</h3>
<div>This is the matrix which contains the projection.</div>
<h2>Methods</h2>
<h3>[method:Vector3 getWorldDirection]( [page:Vector3 vector] )</h3>
<div>
vector — (optional)<br />
<br />
It returns a vector representing the direction in which the camera is looking, in world space.
</div>
<h3>[method:null lookAt]( [page:Vector3 vector] )</h3>
<div>
vector — point to look at<br />
<br />
This makes the camera look at the vector position in the global space as long as the parent of this camera is the scene or at position (0,0,0).
</div>
<h3>[method:Camera clone]( [page:Camera camera] )</h3>
<div>
camera — camera to clone<br />
<br />
It returns a clone of camera.
</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>