/** * @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 };