Class

Camera

frontend/camera~Camera()

Constructor

# new Camera()

Camera class for 3D scene viewing Handles view and projection matrices for perspective projection

View Source frontend/src/camera.ts, line 7

Classes

Camera

Members

# eye

Camera position in world space

View Source frontend/src/camera.ts, line 18

# perspectiveMatrix

Perspective projection matrix

View Source frontend/src/camera.ts, line 14

# target

Point the camera is looking at

View Source frontend/src/camera.ts, line 20

# up

Up vector for camera orientation

View Source frontend/src/camera.ts, line 22

# viewMatrix

View matrix for camera position and orientation

View Source frontend/src/camera.ts, line 16

Methods

# getEye() → {vec3.default}

Gets the camera's position

View Source frontend/src/camera.ts, line 183

Camera position

vec3.default

# getTarget() → {vec3.default}

Gets the camera's target point

View Source frontend/src/camera.ts, line 176

Target point

vec3.default

# getViewProjectionMatrix() → {Float32Array}

Gets the combined view-projection matrix

View Source frontend/src/camera.ts, line 169

View-projection matrix

Float32Array

# refreshViewMatrix() → {void}

Updates the view matrix based on current camera position

View Source frontend/src/camera.ts, line 152

void

# translateCamera(x, y, z) → {void}

Translates the camera in world space

Parameters:
Name Type Description
x number

X-axis translation

y number

Y-axis translation

z number

Z-axis translation

View Source frontend/src/camera.ts, line 162

void

frontend/camera~Camera(fovY, aspect, near, far, eyeopt, targetopt, upopt)

Constructor

# new Camera(fovY, aspect, near, far, eyeopt, targetopt, upopt)

Creates a new perspective camera

Parameters:
Name Type Attributes Default Description
fovY number

Vertical field of view in radians

aspect number

Aspect ratio (width/height)

near number

Near clipping plane distance

far number

Far clipping plane distance

eye vec3.default <optional>
[0,0,-3]

Camera position

target vec3.default <optional>
[0,0,1]

Look-at target

up vec3.default <optional>
[0,1,0]

Up vector

View Source frontend/src/camera.ts, line 34

Classes

Camera

Members

# eye

Camera position in world space

View Source frontend/src/camera.ts, line 18

# perspectiveMatrix

Perspective projection matrix

View Source frontend/src/camera.ts, line 14

# target

Point the camera is looking at

View Source frontend/src/camera.ts, line 20

# up

Up vector for camera orientation

View Source frontend/src/camera.ts, line 22

# viewMatrix

View matrix for camera position and orientation

View Source frontend/src/camera.ts, line 16

Methods

# getEye() → {vec3.default}

Gets the camera's position

View Source frontend/src/camera.ts, line 183

Camera position

vec3.default

# getTarget() → {vec3.default}

Gets the camera's target point

View Source frontend/src/camera.ts, line 176

Target point

vec3.default

# getViewProjectionMatrix() → {Float32Array}

Gets the combined view-projection matrix

View Source frontend/src/camera.ts, line 169

View-projection matrix

Float32Array

# refreshViewMatrix() → {void}

Updates the view matrix based on current camera position

View Source frontend/src/camera.ts, line 152

void

# translateCamera(x, y, z) → {void}

Translates the camera in world space

Parameters:
Name Type Description
x number

X-axis translation

y number

Y-axis translation

z number

Z-axis translation

View Source frontend/src/camera.ts, line 162

void