Object.assign(pc, function () {
/**
* @private
* @constructor
* @name pc.CameraComponentData
* @classdesc ComponentData structure for Camera components.
* @extends pc.ComponentData
*/
var CameraComponentData = function () {
// serialized
this.clearColor = new pc.Color(0.722, 0.722, 0.722, 1);
this.clearColorBuffer = true;
this.clearDepthBuffer = true;
this.clearStencilBuffer = true;
this.nearClip = 0.1;
this.farClip = 1000;
this.fov = 45;
this.orthoHeight = 100;
this.projection = pc.PROJECTION_PERSPECTIVE;
this.priority = 0;
this.rect = new pc.Vec4(0, 0, 1, 1);
this.scissorRect = new pc.Vec4(0, 0, 1, 1);
this.enabled = true;
this.frustumCulling = false;
this.cullFaces = true;
this.flipFaces = false;
this.layers = [pc.LAYERID_WORLD, pc.LAYERID_DEPTH, pc.LAYERID_SKYBOX, pc.LAYERID_UI, pc.LAYERID_IMMEDIATE]; // default to original world, depth skybox and gizmos layers
// not serialized
this.camera = null;
this.aspectRatio = 16 / 9;
this.aspectRatioMode = pc.ASPECT_AUTO;
this.renderTarget = null;
this.postEffects = null;
this.isRendering = false;
this.calculateTransform = null;
this.calculateProjection = null;
};
return {
CameraComponentData: CameraComponentData
};
}());