* The angle has to be between `0` and `.maxPolarAngle` inclusive.
* Minimum vertical angle in radians.
* The angle has to be between `0` and `.maxPolarAngle` inclusive.
* The default value is `0`.
*
* e.g.
...
...
@@ -32808,8 +32808,8 @@
this.minPolarAngle = 0;
// radians
/**
* Maximum vertical angle in radians.
* The angle has to be between `.maxPolarAngle` and `Math.PI` inclusive.
* Maximum vertical angle in radians.
* The angle has to be between `.maxPolarAngle` and `Math.PI` inclusive.
* The default value is `Math.PI`.
*
* e.g.
...
...
@@ -32821,8 +32821,8 @@
this.maxPolarAngle = Math.PI;
// radians
/**
* Minimum horizontal angle in radians.
* The angle has to be less than `.maxAzimuthAngle`.
* Minimum horizontal angle in radians.
* The angle has to be less than `.maxAzimuthAngle`.
* The default value is `- Infinity`.
*
* e.g.
...
...
@@ -32834,8 +32834,8 @@
this.minAzimuthAngle = -Infinity;
// radians
/**
* Maximum horizontal angle in radians.
* The angle has to be greater than `.minAzimuthAngle`.
* Maximum horizontal angle in radians.
* The angle has to be greater than `.minAzimuthAngle`.
* The default value is `Infinity`.
*
* e.g.
...
...
@@ -32848,19 +32848,19 @@
// radians
// How far you can dolly in and out ( PerspectiveCamera only )
/**
* Minimum distance for dolly. The value must be higher than `0`. Default is `Number.EPSILON`.
* Minimum distance for dolly. The value must be higher than `0`. Default is `Number.EPSILON`.
* PerspectiveCamera only.
* @category Properties
*/
this.minDistance = Number.EPSILON;
/**
* Maximum distance for dolly. The value must be higher than `minDistance`. Default is `Infinity`.
* Maximum distance for dolly. The value must be higher than `minDistance`. Default is `Infinity`.
* PerspectiveCamera only.
* @category Properties
*/
this.maxDistance = Infinity;
/**
* `true` to enable Infinity Dolly for wheel and pinch. Use this with `minDistance` and `maxDistance`
* `true` to enable Infinity Dolly for wheel and pinch. Use this with `minDistance` and `maxDistance`
* If the Dolly distance is less (or over) than the `minDistance` (or `maxDistance`), `infinityDolly` will keep the distance and pushes the target position instead.
* @category Properties
*/
...
...
@@ -32940,7 +32940,7 @@
*/
this.restThreshold = 0.01;
/**
* An array of Meshes to collide with camera.
* An array of Meshes to collide with camera.
* Be aware colliderMeshes may decrease performance. The collision test uses 4 raycasters from the camera since the near plane has 4 corners.
* @category Properties
*/
...
...
@@ -33688,7 +33688,7 @@
}
/**
* Whether or not the controls are enabled.
* Whether or not the controls are enabled.
* `false` to disable user dragging/touch-move, but all methods works.
* @category Properties
*/
...
...
@@ -33711,7 +33711,7 @@
}
/**
* Returns `true` if the controls are active updating.
* Returns `true` if the controls are active updating.
* readonly value.
* @category Properties
*/
...
...
@@ -33720,7 +33720,7 @@
}
/**
* Getter for the current `ACTION`.
* Getter for the current `ACTION`.
* readonly value.
* @category Properties
*/
...
...
@@ -33744,7 +33744,7 @@
// horizontal angle
/**
* get/set the azimuth angle (horizontal) in radians.
* get/set the azimuth angle (horizontal) in radians.
* Every 360 degrees turn is added to `.azimuthAngle` value, which is accumulative.
* @category Properties
*/
...
...
@@ -33786,8 +33786,8 @@
}
/**
* Set drag-start, touches and wheel enable area in the domElement.
* each values are between `0` and `1` inclusive, where `0` is left/top and `1` is right/bottom of the screen.
* Set drag-start, touches and wheel enable area in the domElement.
* each values are between `0` and `1` inclusive, where `0` is left/top and `1` is right/bottom of the screen.
* e.g. `{ x: 0, y: 0, width: 1, height: 1 }` for entire area.
* @category Properties
*/
...
...
@@ -33884,7 +33884,7 @@
}
/**
* Rotate azimuthal angle(horizontal) and polar angle(vertical) to the given angle.
* Rotate azimuthal angle(horizontal) and polar angle(vertical) to the given angle.
* Camera view will rotate over the orbit pivot absolutely:
*
* azimuthAngle
...
...
@@ -34554,7 +34554,7 @@
}
/**
* Sync camera-up direction.
* Sync camera-up direction.
* When camera-up vector is changed, `.updateCameraUp()` must be called.
* @category Methods
*/
...
...
@@ -34564,7 +34564,7 @@
}
/**
* Apply current camera-up direction to the camera.
* Apply current camera-up direction to the camera.
* The orbit system will be re-initialized with the current position.
* @category Methods
*/
...
...
@@ -34584,7 +34584,7 @@
}
/**
* Update camera position and directions.
* Update camera position and directions.
* This should be called in your tick loop every time, and returns true if re-rendering is needed.