Camera.html 1.9 KB

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  1. <!DOCTYPE html>
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  4. <meta charset="utf-8" />
  5. <base href="../../" />
  6. <script src="list.js"></script>
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  10. <body>
  11. [page:Object3D] &rarr;
  12. <h1>[name]</h1>
  13. <div class="desc">Abstract base class for cameras. This class should always be inherited when you build a new camera.</div>
  14. <h2>Constructor</h2>
  15. <h3>[name]()</h3>
  16. <div>
  17. This constructor sets the following properties to the correct type: matrixWorldInverse and projectionMatrix.
  18. </div>
  19. <h2>Properties</h2>
  20. <h3>[property:Matrix4 matrixWorldInverse]</h3>
  21. <div>This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.</div>
  22. <h3>[property:Matrix4 projectionMatrix]</h3>
  23. <div>This is the matrix which contains the projection.</div>
  24. <h3>[property:Layers layers]</h3>
  25. <div>
  26. The layer membership of the camera. Only objects that have at least one layer in common with the camera will be visible.
  27. </div>
  28. <h2>Methods</h2>
  29. <h3>[method:Vector3 getWorldDirection]( [page:Vector3 vector] )</h3>
  30. <div>
  31. vector — (optional)<br />
  32. <br />
  33. It returns a vector representing the direction in which the camera is looking, in world space.
  34. </div>
  35. <h3>[method:null lookAt]( [page:Vector3 vector] )</h3>
  36. <div>
  37. vector — point to look at<br />
  38. <br />
  39. 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).
  40. </div>
  41. <h3>[method:Camera clone]( [page:Camera camera] )</h3>
  42. <div>
  43. camera — camera to clone<br />
  44. <br />
  45. It returns a clone of camera.
  46. </div>
  47. <h2>Source</h2>
  48. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  49. </body>
  50. </html>