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import { Matrix4 } from './../math/Matrix4';
import { Vector3 } from './../math/Vector3';
import { Object3D } from './../core/Object3D';
// Cameras ////////////////////////////////////////////////////////////////////////////////////////
/**
* Abstract base class for cameras. This class should always be inherited when you build a new camera.
*/
export class Camera extends Object3D {
/**
* This constructor sets following properties to the correct type: matrixWorldInverse, projectionMatrix and projectionMatrixInverse.
*/
constructor();
/**
* This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.
*/
matrixWorldInverse: Matrix4;
/**
* This is the matrix which contains the projection.
*/
projectionMatrix: Matrix4;
/**
* This is the inverse of projectionMatrix.
*/
projectionMatrixInverse: Matrix4;
readonly isCamera: true;
getWorldDirection( target: Vector3 ): Vector3;
updateMatrixWorld( force?: boolean ): void;
}