/** * Structure that holds near, far planes distances and maximum visibility range. */ export interface ViewRanges { /** * Distance from camera to near clipping plane along camera eye vector. * @note This value is always positive and in camera space, should be bigger then zero. */ near: number; /** * Far clipping plane distance in camera space, along its eye vector. * @note Should be always positive and bigger then [[near]] plane distance. */ far: number; /** * Minimum distance that may be applied to near plane. * * Reflects minimum possible near plane distance regardless of camera orientation. * * @note Such constraint is always required because near plane can not be placed at zero * distance from camera (regardless of rendering Api used). Moreover this value may be * used as input for algorighms related to frustum planes, but rather based on visibility * ranges such as it does not change during tilt. Frustum planes may change dynamically with * camera orientation changes, while this value preserve constness for certain camera * position and may be used for effects like near geometry fading. */ minimum: number; /** * Maximum possible distance for far plane placement. * * This accounts for maximum visibility range in camera space, regardless of camera * orientation. Far plane will never be placed beyond that distance, this value says * about viewing distance limit, thus it is constrained for performance reasons and * allows to compute effects applied at the end of viewing range such as fog or * geometry fading. * * @note Holds the maximum distance that may be applied for [[far]] plane at * certain camera position, it is const in between orientation changes. You may use this * value to calculate fog or other depth effects that are related to frustum planes, * but should not change as dynamically as current near/far planes distances. */ maximum: number; } //# sourceMappingURL=ViewRanges.d.ts.map