Hilo3d API - v2.0.0-alpha.3
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    Interface Camera2DParameters

    interface Camera2DParameters {
        anim?: Animation | null;
        animationId?: string;
        autoUpdateChildWorldMatrix?: boolean;
        autoUpdateWorldMatrix?: boolean;
        clearColor?: boolean;
        clearDepth?: boolean;
        clearStencil?: boolean;
        depthMode?: CameraDepthMode;
        far?: number;
        height?: number;
        jointName?: string;
        layer?: number;
        name?: string;
        near?: number;
        needCallChildUpdate?: boolean;
        onlySyncQuaternion?: boolean;
        onUpdate?: ((deltaTime: number) => void) | null;
        parent?: Node | null;
        pivotX?: number;
        pivotY?: number;
        pivotZ?: number;
        pointerChildren?: boolean;
        pointerEnabled?: boolean;
        priority?: number;
        rotationX?: number;
        rotationY?: number;
        rotationZ?: number;
        scaleX?: number;
        scaleY?: number;
        scaleZ?: number;
        sortingLayer?: number;
        up?: Vector3;
        useHandCursor?: boolean;
        userData?: unknown;
        visibility?: number;
        visible?: boolean;
        width?: number;
        x?: number;
        y?: number;
        z?: number;
        zIndex?: number;
    }

    Hierarchy

    • Omit<
          OrthographicCameraParameters,
          "left"
          | "right"
          | "top"
          | "bottom"
          | "near"
          | "far",
      >
      • Camera2DParameters
    Index
    anim?: Animation | null
    animationId?: string
    autoUpdateChildWorldMatrix?: boolean
    autoUpdateWorldMatrix?: boolean
    clearColor?: boolean

    Clear the current color attachment when this camera follows another camera in the same application frame. The first camera always clears.

    clearDepth?: boolean

    Clear depth before this camera when composing multiple cameras.

    clearStencil?: boolean

    Clear stencil before this camera when composing multiple cameras.

    depthMode?: CameraDepthMode

    Depth convention. reversed maps the near plane to 1 and far/infinity to 0, improving floating-point depth precision. Defaults to standard for compatibility.

    far?: number

    Far plane used by the pixel-space orthographic projection.

    height?: number

    Logical viewport height in CSS/game pixels.

    jointName?: string
    layer?: number

    Scene-layer bit mask. A node is renderable when at least one bit overlaps the active camera's visibility mask.

    name?: string
    near?: number

    Near plane used by the pixel-space orthographic projection.

    needCallChildUpdate?: boolean
    onlySyncQuaternion?: boolean
    onUpdate?: ((deltaTime: number) => void) | null
    parent?: Node | null
    pivotX?: number
    pivotY?: number
    pivotZ?: number
    pointerChildren?: boolean
    pointerEnabled?: boolean
    priority?: number

    Camera composition priority. Lower values render first.

    rotationX?: number
    rotationY?: number
    rotationZ?: number
    scaleX?: number
    scaleY?: number
    scaleZ?: number
    sortingLayer?: number

    Coarse 2D display layer. Higher values render later.

    This is independent from layer, which is a camera-visibility bit mask.

    up?: Vector3
    useHandCursor?: boolean
    userData?: unknown
    visibility?: number

    Camera visibility bit mask. A renderable node is collected when (camera.visibility & node.layer) !== 0.

    visible?: boolean
    width?: number

    Logical viewport width in CSS/game pixels.

    x?: number
    y?: number
    z?: number
    zIndex?: number

    Fine 2D display order within sortingLayer. Higher values render later.