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import { CameraData } from "./CameraData";
import { Object3D } from "../core/Object3D";
import { Vector3 } from "../math/Vector3";
import { Vector4 } from "../math/Vector4";
class Camera extends Object3D {
private _data: CameraData;
screenPointToRay: (x: number, y: number) => Vector3;
// The constructor now accepts an optional initialPosition.
constructor(cameraData?: CameraData, initialPosition?: Vector3) {
super();
this._data = cameraData ? cameraData : new CameraData();
this._position = initialPosition ? initialPosition : new Vector3(1, 1, 5);
this.update = () => {
this.data.update(this.position, this.rotation);
};
this.screenPointToRay = (x: number, y: number) => {
const clipSpaceCoords = new Vector4(x, y, -1, 1);
const inverseProjectionMatrix = this._data.projectionMatrix.invert();
const cameraSpaceCoords = clipSpaceCoords.multiply(inverseProjectionMatrix);
const inverseViewMatrix = this._data.viewMatrix.invert();
const worldSpaceCoords = cameraSpaceCoords.multiply(inverseViewMatrix);
const worldSpacePosition = new Vector3(
worldSpaceCoords.x / worldSpaceCoords.w,
worldSpaceCoords.y / worldSpaceCoords.w,
worldSpaceCoords.z / worldSpaceCoords.w,
);
const direction = worldSpacePosition.subtract(this.position).normalize();
return direction;
};
}
get data() {
return this._data;
}
}
export { Camera };
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