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A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and an arc rotate version arcFollowCamera are available.

see

https://doc.babylonjs.com/features/cameras#follow-camera

Hierarchy

Index

Constructors

Properties

Accessors

Methods

Constructors

Properties

animations: Animation[]

Gets a list of Animations associated with the node

cameraAcceleration: number

Define how fast the camera can accelerate to follow it s target.

cameraDirection: Vector3

Define the current direction the camera is moving to

cameraRigMode: number

Rig mode of the camera. This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes. This is normally controlled byt the camera themselves as internal use.

cameraRotation: Vector2

Define the current rotation the camera is rotating to

customRenderTargets: RenderTargetTexture[]

Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene This is pretty helpful if you wish to make a camera render to a texture you could reuse somewhere else in the scene. (Eg. security camera)

To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corresponding to an HMD)

fov: number

Field Of View is set in Radians. (default is 0.8)

fovMode: number

fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)

heightOffset: number

Define a height offset between the camera and the object it follows. It can help following an object from the top (like a car chasing a plane)

id: string

Gets or sets the id of the node

ignoreParentScaling: boolean

Gets or sets a boolean indicating that the scaling of the parent hierarchy will not be taken in account by the camera

inertia: number

Define the default inertia of the camera. This helps giving a smooth feeling to the camera movement.

Defines the input associated with the camera.

inspectableCustomProperties: IInspectable[]

List of inspectable custom properties (used by the Inspector)

see

https://doc.babylonjs.com/how_to/debug_layer#extensibility

interaxialDistance: number

Defines the distance between both "eyes" in case of a RIG

inverseRotationSpeed: number

Speed multiplier for inverse camera panning

invertRotation: boolean

Reverses mouselook direction to 'natural' panning as opposed to traditional direct panning

isIntermediate: boolean

Define whether the camera is intermediate. This is useful to not present the output directly to the screen in case of rig without post process for instance

isRigCamera: boolean

Is this camera a part of a rig system?

isStereoscopicSideBySide: boolean

Defines if stereoscopic rendering is done side by side or over under.

layerMask: number

Restricts the camera to viewing objects with the same layerMask. A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0

lockedTarget: Nullable<AbstractMesh>

Define the target of the camera.

lowerHeightOffsetLimit: Nullable<number>

Minimum allowed height of camera position relative to target object. This can help limiting how the Camera is able to move in the scene.

lowerRadiusLimit: Nullable<number>

Minimum allowed distance of the camera to the axis of rotation (The camera can not get closer). This can help limiting how the Camera is able to move in the scene.

lowerRotationOffsetLimit: Nullable<number>

Minimum allowed angle to camera position relative to target object. This can help limiting how the Camera is able to move in the scene.

maxCameraSpeed: number

Define the speed limit of the camera following an object.

maxZ: number

Define the maximum distance the camera can see to. This is important to note that the depth buffer are not infinite and the further it end the more your scene might encounter depth fighting issue.

metadata: any

Gets or sets an object used to store user defined information for the node

minZ: number

Define the minimum distance the camera can see from. This is important to note that the depth buffer are not infinite and the closer it starts the more your scene might encounter depth fighting issue.

mode: number

Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)

name: string

Gets or sets the name of the node

noRotationConstraint: boolean

Add constraint to the camera to prevent it to move freely in all directions and around all axis.

onAfterCheckInputsObservable: Observable<Camera>

Observable triggered when the inputs have been processed.

onDisposeObservable: Observable<Node>

An event triggered when the mesh is disposed

onProjectionMatrixChangedObservable: Observable<Camera>

Observable triggered when the camera Projection matrix has changed.

onReady: Nullable<(node: Node) => void>

Callback raised when the node is ready to be used

onRestoreStateObservable: Observable<Camera>

Observable triggered when reset has been called and applied to the camera.

onViewMatrixChangedObservable: Observable<Camera>

Observable triggered when the camera view matrix has changed.

orthoBottom: Nullable<number>

Define the current limit on the bottom side for an orthographic camera In scene unit

orthoLeft: Nullable<number>

Define the current limit on the left side for an orthographic camera In scene unit

orthoRight: Nullable<number>

Define the current limit on the right side for an orthographic camera In scene unit

orthoTop: Nullable<number>

Define the current limit on the top side for an orthographic camera In scene unit

outputRenderTarget: Nullable<RenderTargetTexture>

When set, the camera will render to this render target instead of the default canvas

If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead

projectionPlaneTilt: number

Projection plane tilt around the X axis (horizontal), set in Radians. (default is 0) Can be used to make vertical lines in world space actually vertical on the screen. See https://forum.babylonjs.com/t/add-vertical-shift-to-3ds-max-exporter-babylon-cameras/17480

radius: number

Distance the follow camera should follow an object at

renderPassId: number

Render pass id used by the camera to render into the main framebuffer

reservedDataStore: any

For internal use only. Please do not use.

rigParent?: Camera

If isRigCamera set to true this will be set with the parent camera. The parent camera is not (!) necessarily the .parent of this camera (like in the case of XR)

rotation: Vector3

Define the current rotation of the camera

rotationOffset: number

Define a rotation offset between the camera and the object it follows

rotationQuaternion: Quaternion

Define the current rotation of the camera as a quaternion to prevent Gimbal lock

speed: number

Define the current speed of the camera

state: string

Gets or sets a string used to store user defined state for the node

uniqueId: number

Gets or sets the unique id of the node

updateUpVectorFromRotation: boolean

When set, the up vector of the camera will be updated by the rotation of the camera

upperHeightOffsetLimit: Nullable<number>

Maximum allowed height of camera position relative to target object. This can help limiting how the Camera is able to move in the scene.

upperRadiusLimit: Nullable<number>

Maximum allowed distance of the camera to the axis of rotation (The camera can not get further). This can help limiting how the Camera is able to move in the scene.

upperRotationOffsetLimit: Nullable<number>

Maximum allowed angle to camera position relative to target object. This can help limiting how the Camera is able to move in the scene.

viewport: Viewport

Define the viewport of the camera. This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.

FOVMODE_HORIZONTAL_FIXED: 1 = 1

This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.

FOVMODE_VERTICAL_FIXED: 0 = 0

This is the default FOV mode for perspective cameras. This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.

ForceAttachControlToAlwaysPreventDefault: boolean

Defines if by default attaching controls should prevent the default javascript event to continue.

ORTHOGRAPHIC_CAMERA: 1 = 1

This helps creating camera with an orthographic mode. Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.

PERSPECTIVE_CAMERA: 0 = 0

This is the default projection mode used by the cameras. It helps recreating a feeling of perspective and better appreciate depth. This is the best way to simulate real life cameras.

RIG_MODE_CUSTOM: 22 = 22

Custom rig mode allowing rig cameras to be populated manually with any number of cameras

RIG_MODE_NONE: 0 = 0

This specifies there is no need for a camera rig. Basically only one eye is rendered corresponding to the camera.

RIG_MODE_STEREOSCOPIC_ANAGLYPH: 10 = 10

Simulates a camera Rig with one blue eye and one red eye. This can be use with 3d blue and red glasses.

RIG_MODE_STEREOSCOPIC_INTERLACED: 14 = 14

Defines that both eyes of the camera will be rendered on successive lines interlaced for passive 3d monitors.

RIG_MODE_STEREOSCOPIC_OVERUNDER: 13 = 13

Defines that both eyes of the camera will be rendered over under each other.

RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: 12 = 12

Defines that both eyes of the camera will be rendered side by side with a none parallel target.

RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: 11 = 11

Defines that both eyes of the camera will be rendered side by side with a parallel target.

RIG_MODE_VR: 20 = 20

Defines that both eyes of the camera should be renderered in a VR mode (carbox).

RIG_MODE_WEBVR: 21 = 21

Defines that both eyes of the camera should be renderered in a VR mode (webVR).

Accessors

  • Returns the current camera absolute rotation

    Returns Quaternion

  • Gets or sets the animation properties override

    Returns Nullable<AnimationPropertiesOverride>

  • Gets or sets the animation properties override

    Parameters

    Returns void

  • get doNotSerialize(): boolean
  • set doNotSerialize(value: boolean): void
  • Gets or sets a boolean used to define if the node must be serialized

    Returns boolean

  • Gets or sets a boolean used to define if the node must be serialized

    Parameters

    • value: boolean

    Returns void

  • Gets the current world space position of the camera.

    Returns Vector3

  • get isLeftCamera(): boolean
  • Gets the left camera of a rig setup in case of Rigged Camera

    Returns boolean

  • get isRightCamera(): boolean
  • Gets the right camera of a rig setup in case of Rigged Camera

    Returns boolean

  • Gets the left camera of a rig setup in case of Rigged Camera

    Returns Nullable<FreeCamera>

  • An event triggered when the node is cloned

    Returns Observable<Node>

  • set onDispose(callback: () => void): void
  • Sets a callback that will be raised when the node will be disposed

    Parameters

    • callback: () => void
        • (): void
        • Returns void

    Returns void

  • get onEnabledStateChangedObservable(): Observable<boolean>
  • An event triggered when the enabled state of the node changes

    Returns Observable<boolean>

  • Define the current local position of the camera in the scene

    Returns Vector3

  • Define the current local position of the camera in the scene

    Parameters

    Returns void

  • Gets the post process used by the rig cameras

    Returns Nullable<PostProcess>

  • Gets the right camera of a rig setup in case of Rigged Camera

    Returns Nullable<FreeCamera>

  • get screenArea(): number
  • The screen area in scene units squared

    Returns number

  • Defines the target point of the camera. The camera looks towards it form the radius distance.

    Returns Vector3

  • Defines the target point of the camera. The camera looks towards it form the radius distance.

    Parameters

    Returns void

  • The vector the camera should consider as up. (default is Vector3(0, 1, 0) aka Vector3.Up())

    Returns Vector3

  • The vector the camera should consider as up. (default is Vector3(0, 1, 0) aka Vector3.Up())

    Parameters

    Returns void

  • get worldMatrixFromCache(): Matrix
  • Returns directly the latest state of the mesh World matrix. A Matrix is returned.

    Returns Matrix

Methods

  • applyVerticalCorrection(): void
  • Automatically tilts the projection plane, using projectionPlaneTilt, to correct the perspective effect on vertical lines.

    Returns void

  • attachControl(noPreventDefault?: boolean): void
  • beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>
  • Will start the animation sequence

    Parameters

    • name: string

      defines the range frames for animation sequence

    • Optional loop: boolean

      defines if the animation should loop (false by default)

    • Optional speedRatio: number

      defines the speed factor in which to run the animation (1 by default)

    • Optional onAnimationEnd: () => void

      defines a function to be executed when the animation ended (undefined by default)

        • (): void
        • Returns void

    Returns Nullable<Animatable>

    the object created for this animation. If range does not exist, it will return null

  • Clones the current camera.

    Parameters

    • name: string

      The cloned camera name

    • Optional newParent: Nullable<Node>

      The cloned camera's new parent (none by default)

    Returns Camera

    the cloned camera

  • createAnimationRange(name: string, from: number, to: number): void
  • Creates an animation range for this node

    Parameters

    • name: string

      defines the name of the range

    • from: number

      defines the starting key

    • to: number

      defines the end key

    Returns void

  • deleteAnimationRange(name: string, deleteFrames?: boolean): void
  • Delete a specific animation range

    Parameters

    • name: string

      defines the name of the range to delete

    • Optional deleteFrames: boolean

      defines if animation frames from the range must be deleted as well

    Returns void

  • detachControl(): void
  • Detach the current controls from the specified dom element.

    Returns void

  • dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void
  • Releases resources associated with this node.

    Parameters

    • Optional doNotRecurse: boolean

      Set to true to not recurse into each children (recurse into each children by default)

    • Optional disposeMaterialAndTextures: boolean

      Set to true to also dispose referenced materials and textures (false by default)

    Returns void

  • freezeProjectionMatrix(projection?: Matrix): void
  • Freeze the projection matrix. It will prevent the cache check of the camera projection compute and can speed up perf if no parameter of the camera are meant to change

    Parameters

    • Optional projection: Matrix

      Defines manually a projection if necessary

    Returns void

  • Get an animation by name

    Parameters

    • name: string

      defines the name of the animation to look for

    Returns Nullable<Animation>

    null if not found else the requested animation

  • Get an animation range by name

    Parameters

    • name: string

      defines the name of the animation range to look for

    Returns Nullable<AnimationRange>

    null if not found else the requested animation range

  • getChildMeshes<T>(directDescendantsOnly?: boolean, predicate?: (node: Node) => node is T): T[]
  • getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[]
  • Get all child-meshes of this node

    Type parameters

    Parameters

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)

    • Optional predicate: (node: Node) => node is T

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): node is T
        • Parameters

          Returns node is T

    Returns T[]

    an array of AbstractMesh

  • Get all child-meshes of this node

    Parameters

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)

    • Optional predicate: (node: Node) => boolean

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns AbstractMesh[]

    an array of AbstractMesh

  • getChildren<T>(predicate?: (node: Node) => node is T, directDescendantsOnly?: boolean): T[]
  • getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[]
  • Get all direct children of this node

    Type parameters

    Parameters

    • Optional predicate: (node: Node) => node is T

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): node is T
        • Parameters

          Returns node is T

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)

    Returns T[]

    an array of Node

  • Get all direct children of this node

    Parameters

    • Optional predicate: (node: Node) => boolean

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): boolean
        • Parameters

          Returns boolean

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)

    Returns Node[]

    an array of Node

  • getClassName(): string
  • Gets the camera class name.

    Returns string

    the class name

  • getDescendants<T>(directDescendantsOnly?: boolean, predicate?: (node: Node) => node is T): T[]
  • getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[]
  • Will return all nodes that have this node as ascendant

    Type parameters

    Parameters

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered

    • Optional predicate: (node: Node) => node is T

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): node is T
        • Parameters

          Returns node is T

    Returns T[]

    all children nodes of all types

  • Will return all nodes that have this node as ascendant

    Parameters

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered

    • Optional predicate: (node: Node) => boolean

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns Node[]

    all children nodes of all types

  • Gets the direction of the camera relative to a given local axis.

    Parameters

    • localAxis: Vector3

      Defines the reference axis to provide a relative direction.

    Returns Vector3

    the direction

  • Gets the direction of the camera relative to a given local axis into a passed vector.

    Parameters

    • localAxis: Vector3

      Defines the reference axis to provide a relative direction.

    • result: Vector3

      Defines the vector to store the result in

    Returns void

  • Gets a ray in the forward direction from the camera.

    Parameters

    • Optional length: number

      Defines the length of the ray to create

    • Optional transform: Matrix

      Defines the transform to apply to the ray, by default the world matrix is used to create a workd space ray

    • Optional origin: Vector3

      Defines the start point of the ray which defaults to the camera position

    Returns Ray

    the forward ray

  • Gets a ray in the forward direction from the camera.

    Parameters

    • refRay: Ray

      the ray to (re)use when setting the values

    • Optional length: number

      Defines the length of the ray to create

    • Optional transform: Matrix

      Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray

    • Optional origin: Vector3

      Defines the start point of the ray which defaults to the camera position

    Returns Ray

    the forward ray

  • getFrontPosition(distance: number): Vector3
  • Gets the position in front of the camera at a given distance.

    Parameters

    • distance: number

      The distance from the camera we want the position to be

    Returns Vector3

    the position

  • Return the minimum and maximum world vectors of the entire hierarchy under current node

    Parameters

    • Optional includeDescendants: boolean

      Include bounding info from descendants as well (true by default)

    • Optional predicate: Nullable<(abstractMesh: AbstractMesh) => boolean>

      defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors

    Returns { max: Vector3; min: Vector3 }

    the new bounding vectors

  • getProjectionMatrix(force?: boolean): Matrix
  • Gets the current projection matrix of the camera.

    Parameters

    • Optional force: boolean

      forces the camera to recompute the matrix without looking at the cached state

    Returns Matrix

    the projection matrix

  • Gets the scene of the node

    Returns Scene

    a scene

  • Return the current target position of the camera. This value is expressed in local space.

    Returns Vector3

    the target position

  • getTransformationMatrix(): Matrix
  • Gets the transformation matrix (ie. the multiplication of view by projection matrices)

    Returns Matrix

    a Matrix

  • getViewMatrix(force?: boolean): Matrix
  • Gets the current view matrix of the camera.

    Parameters

    • Optional force: boolean

      forces the camera to recompute the matrix without looking at the cached state

    Returns Matrix

    the view matrix

  • isActiveMesh(mesh: Mesh): boolean
  • Check whether a mesh is part of the current active mesh list of the camera

    Parameters

    • mesh: Mesh

      Defines the mesh to check

    Returns boolean

    true if active, false otherwise

  • isCompletelyInFrustum(target: ICullable): boolean
  • Checks if a cullable object (mesh...) is in the camera frustum Unlike isInFrustum this checks the full bounding box

    Parameters

    Returns boolean

    true if the object is in frustum otherwise false

  • isDescendantOf(ancestor: Node): boolean
  • Is this node a descendant of the given node? The function will iterate up the hierarchy until the ancestor was found or no more parents defined

    Parameters

    • ancestor: Node

      defines the parent node to inspect

    Returns boolean

    a boolean indicating if this node is a descendant of the given node

  • isDisposed(): boolean
  • Gets a boolean indicating if the node has been disposed

    Returns boolean

    true if the node was disposed

  • isEnabled(checkAncestors?: boolean): boolean
  • Is this node enabled? If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true

    Parameters

    • Optional checkAncestors: boolean

      indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors

    Returns boolean

    whether this node (and its parent) is enabled

  • isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean
  • Checks if a cullable object (mesh...) is in the camera frustum This checks the bounding box center. See isCompletelyInFrustum for a full bounding check

    Parameters

    • target: ICullable

      The object to check

    • Optional checkRigCameras: boolean

      If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)

    Returns boolean

    true if the object is in frustum otherwise false

  • isReady(completeCheck?: boolean): boolean
  • Is this camera ready to be used/rendered

    Parameters

    • Optional completeCheck: boolean

      defines if a complete check (including post processes) has to be done (false by default)

    Returns boolean

    true if the camera is ready

  • markAsDirty(property?: string): Node
  • Flag the node as dirty (Forcing it to update everything)

    Parameters

    • Optional property: string

      helps children apply precise "dirtyfication"

    Returns Node

    this node

  • restoreState(): boolean
  • Restored camera state. You must call storeState() first.

    Returns boolean

    true if restored and false otherwise

  • serialize(): any
  • Serialiaze the camera setup to a json representation

    Returns any

    the JSON representation

  • serializeAnimationRanges(): any
  • Serialize animation ranges into a JSON compatible object

    Returns any

    serialization object

  • setEnabled(value: boolean): void
  • Set the enabled state of this node

    Parameters

    • value: boolean

      defines the new enabled state

    Returns void

  • Defines the target the camera should look at.

    Parameters

    • target: Vector3

      Defines the new target as a Vector

    Returns void

  • Store current camera state of the camera (fov, position, rotation, etc..)

    Returns Camera

    the camera

  • toString(fullDetails?: boolean): string
  • Gets a string representation of the camera useful for debug purpose.

    Parameters

    • Optional fullDetails: boolean

      Defines that a more verbose level of logging is required

    Returns string

    the string representation

  • unfreezeProjectionMatrix(): void
  • Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.

    Returns void

  • update(): void
  • Update the camera state according to the different inputs gathered during the frame.

    Returns void

  • Add a new node constructor

    Parameters

    • type: string

      defines the type name of the node to construct

    • constructorFunc: NodeConstructor

      defines the constructor function

    Returns void

  • Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>
  • Returns a node constructor based on type name

    Parameters

    • type: string

      defines the type name

    • name: string

      defines the new node name

    • scene: Scene

      defines the hosting scene

    • Optional options: any

      defines optional options to transmit to constructors

    Returns Nullable<() => Node>

    the new constructor or null

  • GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera
  • Gets a camera constructor for a given camera type

    Parameters

    • type: string

      The type of the camera to construct (should be equal to one of the camera class name)

    • name: string

      The name of the camera the result will be able to instantiate

    • scene: Scene

      The scene the result will construct the camera in

    • Optional interaxial_distance: number

      In case of stereoscopic setup, the distance between both eyes

    • Optional isStereoscopicSideBySide: boolean

      In case of stereoscopic setup, should the sereo be side b side

    Returns () => Camera

    a factory method to construct the camera

      • Gets a camera constructor for a given camera type

        Returns Camera

        a factory method to construct the camera

  • Parse a JSON and creates the camera from the parsed information

    Parameters

    • parsedCamera: any

      The JSON to parse

    • scene: Scene

      The scene to instantiate the camera in

    Returns Camera

    the newly constructed camera

  • ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void
  • Parse animation range data from a serialization object and store them into a given node

    Parameters

    • node: Node

      defines where to store the animation ranges

    • parsedNode: any

      defines the serialization object to read data from

    • scene: Scene

      defines the hosting scene

    Returns void

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