fireball/lib/cameras/Camera.js

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JavaScript
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2018-12-25 13:59:22 +00:00
/**
* @author mrdoob / http://mrdoob.com/
* @author mikael emtinger / http://gomo.se/
* @author WestLangley / http://github.com/WestLangley
*/
import { Matrix4 } from '../math/Matrix4.js';
import { Object3D } from '../core/Object3D.js';
import { Vector3 } from '../math/Vector3.js';
function Camera() {
Object3D.call( this );
this.type = 'Camera';
this.matrixWorldInverse = new Matrix4();
this.projectionMatrix = new Matrix4();
this.projectionMatrixInverse = new Matrix4();
}
Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: Camera,
isCamera: true,
copy: function ( source, recursive ) {
Object3D.prototype.copy.call( this, source, recursive );
this.matrixWorldInverse.copy( source.matrixWorldInverse );
this.projectionMatrix.copy( source.projectionMatrix );
this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
return this;
},
getWorldDirection: function ( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
target = new Vector3();
}
this.updateMatrixWorld( true );
var e = this.matrixWorld.elements;
return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
},
updateMatrixWorld: function ( force ) {
Object3D.prototype.updateMatrixWorld.call( this, force );
this.matrixWorldInverse.getInverse( this.matrixWorld );
},
clone: function () {
return new this.constructor().copy( this );
}
} );
export { Camera };