ReadonlyisWhether the pivot plane is in front of the camera or not.
Whether the pivot point is visualized or not.
ReadonlynormalNormal of the pivot plane.
ReadonlysignedClosest distance from camera to pivotplane. Will be negative if camera is behind pivot plane
ReadonlytargetPivot point. It is always located on the pivot plane.
Creates a ray from camera through canvas position specified by o and intersect it with the pivot plane
and store the resulting coordinate in dst.
Holds resulting intersection (if any). Not set if < 0 is returned.
Determines which canvas position to shoot intersection ray through.
distance to pivot plane along ray. If no intersection can be found then -1.
Sets camera rotation to look towards the specified direction and zooms to extent of visible objects.
The direction to look from (top = -Z, bottom = +Z, front = +Y, back = -Y, left = +X, right = -X).
Pans camera relative target.
A ray is shot from the camera through this screen coordinate and a intersection with the pivot plane is calculated. The camera is then repositioned according to the following formula this._camera.position.subtractInPlace(currentOnPivotPlane.subtractInPlace(this.target)); cameraPos = cameraPos - (intersection - target);
true if a intersection could be found (camera could be repositioned). Otherwise false only
happens if current pivotplane is behind the camera.
Rotates the camera around target. Actual rotation of the camera is performed over a series of frames (camera is animated) in order to get a smooth visualization.
Relative delta pitch in radians
Relative delta yaw in radians
Optionalo: { canvasCoordinate: Vertex2 } | { target: Vector3 }Optional. If not specified, the current pivot plane is simply reoriented to face the camera. (plane can be behind camera plane). If specified, it is either a screen space coordinate or a world space coordinate. If a screen space coordinate is used, a ray is shot from the camera through the screen cordinate. If the ray intersects a object, the intersection coordinate is calculated and used as target. If no intersection is found, the previous pivot plane is reoriented so it faces the camera and a intersection test between the ray and the plane is calculated. If an intersection is found that coordinate is used as target. If no such intersection could be found (because current pivot plane is behind camera), a new pivot plane is calculated exactly at PivotPlane.DefaultDistanceToPivotPlane world units in front of the camera. A new target is then calculated by intersecting the ray from the center of the camera viewport with the plane.
Zooms a camera in or out. Actual camera movement is performed over a series of frames. The camera is animated so we get a smooth visualization.
Value to zoom with. A positive value means zoom in. A negative value means zoom out.
Intersects pivot plane with a ray shot through this screen coordinate. Camera is then zoomed towards this coordinate.
Zooms camera to the extent of the specified bounding box.
Optionaldirection: CameraDirectionOptional CameraDirection. If specified camera is reoriented according to this. Otherwise camera orientation is kept as is
Includes methods and properties used to manipulate a wrapped
TargetCamerarelative a pivot point target. The point is a point in the world and the pivot plane is a plane defined by that point and the negatedTargetCameraZ axis normal (the normalized camera forward vector).