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kotlin wrappers for three.js (https://threejs.org/)
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/*
* The MIT License
*
* Copyright 2017-2018 Lars Ivar Hatledal
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
@file:JsQualifier("THREE")
package info.laht.threekt.cameras
import info.laht.threekt.core.Object3D
import info.laht.threekt.math.Matrix4
import info.laht.threekt.math.Vector3
external interface View {
var enabled: Boolean
var fullwidth: Int
var fullHeight: Int
var offsetX: Int
var offsetY: Int
var width: Int
var height: Int
}
/**
* Creates a new Camera. Note that this class is not intended to be called directly;
* you probably want a PerspectiveCamera or OrthographicCamera instead.
*/
open external class Camera : Object3D {
/**
* This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.
*/
var matrixWorldInverse: Matrix4
/**
* /**
* This is the matrix which contains the projection.
*/
*/
var projectionMatrix: Matrix4
/**
* Returns a Vector3 representing the world space direction in which the camera is looking.
*
* Note: This is not the camera’s positive, but its negative z-axis, in contrast to getWorldDirection of the base class (Object3D).
*
*/
fun getWorldDirection() : Vector3
/**
* Returns a Vector3 representing the world space direction in which the camera is looking.
*
* Note: This is not the camera’s positive, but its negative z-axis, in contrast to getWorldDirection of the base class (Object3D).
*
* If an optionalTarget vector is specified, the result will be copied into this vector (which can be reused in this way),
* otherwise a new vector will be created.
*/
override fun getWorldDirection(optionalTarget: Vector3) : Vector3
override fun updateMatrixWorld(force: Boolean)
fun clone(): Camera
fun copy(source: Camera, recursive: Boolean)
}
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