WebGLCamera class
class WebGLCamera { // implements Camera { Camera _camera; Float32List _viewMatrixArray; Float32List _projectionMatrixArray; WebGLCamera._internal(Camera camera) : _camera = camera, _viewMatrixArray = new Float32List( 16 ), _projectionMatrixArray = new Float32List( 16 ); factory WebGLCamera(Camera camera) { if (camera["__webglCamera"] == null) { var __webglCamera = new WebGLCamera._internal(camera); camera["__webglCamera"] = __webglCamera; } return camera["__webglCamera"]; } double get near => _camera.near; double get far => _camera.far; Object3D get parent => _camera.parent; Matrix4 get matrixWorld => _camera.matrixWorld; Matrix4 get matrixWorldInverse => _camera.matrixWorldInverse; set matrixWorldInverse(Matrix4 m) => _camera.matrixWorldInverse = m; Matrix4 get projectionMatrix => _camera.projectionMatrix; void updateMatrixWorld( {bool force: false} ) => _camera.updateMatrixWorld(); }
Constructors
factory WebGLCamera(Camera camera) #
Creates a new Object instance.
Object instances have no meaningful state, and are only useful through their identity. An Object instance is equal to itself only.
docs inherited from Object
factory WebGLCamera(Camera camera) { if (camera["__webglCamera"] == null) { var __webglCamera = new WebGLCamera._internal(camera); camera["__webglCamera"] = __webglCamera; } return camera["__webglCamera"]; }