Class: Gfx3Camera
The `Gfx3Camera` class represents a camera in a 3D graphics system and provides methods for setting
its position, rotation, scale, and view, as well as for performing translations, rotations, zooming,
and looking at specific coordinates.
- inherit from: Gfx3Transformable
Constructors
- new Gfx3Camera(viewIndex: number): Gfx3Camera
The constructor.
- viewIndex: The `viewIndex` is the index of the view you want to bind the camera.
Methods
- changeView(viewIndex: number): void
The "changeView" function attach camera to another view.
- viewIndex: The index of the view you want to change to.
- getCameraMatrix(): mat4
The "getCameraMatrix" function returns the camera matrix of the view.
- getLocalAxies()
The "getLocalAxies" function returns an array of three vectors representing the local axes of an
object based on its transformation matrix.
- getPosition(): vec3
The "getPosition" function returns the position.
- getPositionX(): number
The "getPositionX" function returns the x-coordinate of the position.
- getPositionY(): number
The "getPositionY" function returns the y-coordinate of the position.
- getPositionZ(): number
The "getPositionZ" function returns the z-coordinate of the position.
- getRotation(): vec3
The "getRotation" function returns the rotation as Euler angles.
- getRotationQuaternion(): vec4
The "getRotationQuaternion" function returns the Quaternion based on the Euler angles provided.
- getRotationX(): number
The "getRotationX" function returns the rotation angle on x-axis.
- getRotationY(): number
The "getRotationY" function returns the rotation angle on y-axis.
- getRotationZ(): number
The "getRotationZ" function returns the rotation angle on z-axis.
- getScale(): vec3
The "getScale" function returns the scale as a 3D vector.
- getScaleX(): number
The "getScaleX" function returns the scale factor on x-axis.
- getScaleY(): number
The "getScaleY" function returns the scale factor on y-axis.
- getScaleZ(): number
The "getScaleZ" function returns the scale factor on z-axis.
- getTransformMatrix(): mat4
The "getTransformMatrix" function returns the transform matrix from position, rotation and scale values.
- lookAt(x: number, y: number, z: number): void
The "lookAt" function sets the camera matrix to position the camera at the specified coordinates and
look towards them.
- x: The x-coordinate of the target position that the camera should look at.
- y: The y-coordinate of the target position that the camera should look at.
- z: The z-coordinate of the target position that the camera should look at.
- rotate(x: number, y: number, z: number): void
The "rotate" function add rotation values to Euler angles.
- x: The rotation angle on x-axis in radians.
- y: The rotation angle on y-axis in radians.
- z: The rotation angle on z-axis in radians.
- setPosition(x: number, y: number, z: number): void
The "setPosition" function set the position with the given x, y and z coordinates.
- x: The X coordinate of the position.
- y: The Y coordinate of the position.
- z: The Z coordinate of the position.
- setRotation(x: number, y: number, z: number): void
The "setRotation" function sets rotation Euler angles (in radians).
- x: The rotation angle on x-axis in radians.
- y: The rotation angle on y-axis in radians.
- z: The rotation angle on z-axis in radians.
- setRotationQuaternion(quaternion: vec4): void
The "setRotationQuaternion" function sets the rotation using Quaternion.
- quaternion: The quaternion.
- setScale(x: number, y: number, z: number): void
The "setScale" function sets the scale with the given x, y and z factors.
- x: The x factor in the x-axis direction.
- y: The y factor in the y-axis direction.
- z: The z factor in the z-axis direction.
- translate(x: number, y: number, z: number): void
The "translate" function translate the position.
- x: The amount of translation in the x-axis direction.
- y: The amount of translation in the y-axis direction.
- z: The amount of translation in the z-axis direction.
- zoom(x: number, y: number, z: number): void
The "zoom" function add scale values.
- x: The x factor in the x-axis direction.
- y: The y factor in the y-axis direction.
- z: The z factor in the z-axis direction.