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this.onBackgroundClick(e)
}
}
destructor() {
super.destructor()
this._threeRenderer.dispose()
this._threeRenderer.forceContextLoss()
}
}
World3DFacade.prototype._notifyWorldHandlers = assign(
Object.create(WorldBaseFacade.prototype._notifyWorldHandlers),
{
getCameraPosition(source, data) {
// We decompose from the world matrix here to handle pose transforms on top of the configured position
const camMatrix = this.getChildByKey('camera').threeObject.matrixWorld.elements
const position = new Vector3(camMatrix[12], camMatrix[13], camMatrix[14])
data.callback(position)
},
getCameraFacade(source, data) {
data.callback(this.getChildByKey('camera'))
},
getSceneFacade(source, data) {
data.callback(this.getChildByKey('scene'))
},
projectWorldPosition(source, data) {
let pos = data.worldPosition
data.callback(this.projectWorldPosition(pos.x, pos.y, pos.z))