declare namespace pc { /** * @private * @name pc.Camera * @class A camera. */ class Camera { /** * @private * @function * @name pc.Camera#clone * @description Duplicates a camera node but does not 'deep copy' the hierarchy. * @returns {pc.Camera} A cloned Camera. */ private clone(): pc.Camera; /** * @private * @function * @name pc.Camera#worldToScreen * @description Convert a point from 3D world space to 2D canvas pixel space. * @param {pc.Vec3} worldCoord The world space coordinate to transform. * @param {Number} cw The width of PlayCanvas' canvas element. * @param {Number} ch The height of PlayCanvas' canvas element. * @param {pc.Vec3} [screenCoord] 3D vector to receive screen coordinate result. * @returns {pc.Vec3} The screen space coordinate. */ private worldToScreen(worldCoord: pc.Vec3, cw: number, ch: number, screenCoord?: pc.Vec3): pc.Vec3 /** * @private * @function * @name pc.Camera#screenToWorld * @description Convert a point from 2D canvas pixel space to 3D world space. * @param {Number} x x coordinate on PlayCanvas' canvas element. * @param {Number} y y coordinate on PlayCanvas' canvas element. * @param {Number} z The distance from the camera in world space to create the new point. * @param {Number} cw The width of PlayCanvas' canvas element. * @param {Number} ch The height of PlayCanvas' canvas element. * @param {pc.Vec3} [worldCoord] 3D vector to receive world coordinate result. * @returns {pc.Vec3} The world space coordinate. */ private screenToWorld(x: number, y: number, z: number, cw: number, ch: number, worldCoord?: pc.Vec3): pc.Vec3 /** * @private * @function * @name pc.Camera#getClearOptions * @description Retrieves the options used to determine how the camera's render target will be cleared. * @return {Object} The options determining the behaviour of render target clears. */ private getClearOptions(): {}; /** * @private * @function * @name pc.Camera#getProjectionMatrix * @description Retrieves the projection matrix for the specified camera. * @returns {pc.Mat4} The camera's projection matrix. */ private getProjectionMatrix(): pc.Mat4 /** * @private * @function * @name pc.Camera#setClearOptions * @description Sets the options used to determine how the camera's render target will be cleared. * @param {Object} clearOptions The options determining the behaviour of subsequent render target clears. * @param {Number[]} clearOptions.color The options determining the behaviour of subsequent render target clears. * @param {Number} clearOptions.depth The options determining the behaviour of subsequent render target clears. * @param {pc.CLEARFLAG} clearOptions.flags The options determining the behaviour of subsequent render target clears. */ setClearOptions(options: { color: number[], depth: number, flags: any }): void; /** * @private * @type Number * @name pc.Camera#aspectRatio * @description Camera's aspect ratio. */ private aspectRatio: number; /** * @private * @type Number * @name pc.Camera#projection * @description Camera's projection type, to specify whether projection is orthographic (parallel projection) or perspective. Can be: *