# All files / src/WebGL Camera.ts

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     import type { Quaternion } from "./math";
    import { Object3D } from "./core";
    import { Matrix4, Vector3 } from "./math";
    /*
     * Simplified Perspective Camera
     */

    /** @constructor */
    export class Camera extends Object3D {
      projectionMatrix = new Matrix4();
      projectionMatrixInverse = new Matrix4();
      matrixWorldInverse = new Matrix4();
      right: number;
      left: number;
      top: number;
      bottom: number;
      ortho: boolean;
      fov: number;
      aspect: number;
      near: number;
      far: number;
      z: number;
      constructor(fov = 50, aspect = 1, near = 0.1, far = 2000, ortho = false) {
        super();

        this.fov = fov;
        this.aspect = aspect;
        this.near = near;
        this.far = far;

        var center = this.position.z;
        this.right = center * Math.tan((Math.PI / 180) * fov);
        this.left = -this.right;
        this.top = this.right / this.aspect;
        this.bottom = -this.top;

        this.ortho = !!ortho;

        this.updateProjectionMatrix();
      }

      lookAt(vector: Vector3) {
        //Why is the parameter order switched (compared to Object3D)?
        this.matrix.lookAt(this.position, vector, this.up);

        Iif (this.rotationAutoUpdate) {
          if (this.useQuaternion === false && this.rotation instanceof Vector3) {
            this.rotation.setEulerFromRotationMatrix(this.matrix, this.eulerOrder);
          } else {
            this.quaternion.copy(this.matrix.decompose()[1] as Quaternion);
          }
        }
      }

      updateProjectionMatrix() {
        if (this.ortho) {
          this.projectionMatrix.makeOrthographic(
            this.left,
            this.right,
            this.top,
            this.bottom,
            this.near,
            this.far
          );
        } else {
          this.projectionMatrix.makePerspective(
            this.fov,
            this.aspect,
            this.near,
            this.far
          );
        }

        this.projectionMatrixInverse.getInverse(this.projectionMatrix);
      }
    }