import { Camera } from './Camera';

/**
 * Camera with perspective projection.
 *
 * @source https://github.com/mrdoob/three.js/blob/master/src/cameras/PerspectiveCamera.js
 */
export class PerspectiveCamera extends Camera {
    /**
     * @param [fov=50] Camera frustum vertical field of view. Default value is 50.
     * @param [aspect=1] Camera frustum aspect ratio. Default value is 1.
     * @param [near=0.1] Camera frustum near plane. Default value is 0.1.
     * @param [far=2000] Camera frustum far plane. Default value is 2000.
     */
    constructor(fov?: number, aspect?: number, near?: number, far?: number);

    type: 'PerspectiveCamera';

    readonly isPerspectiveCamera: true;

    /**
     * @default 1
     */
    zoom: number;

    /**
     * Camera frustum vertical field of view, from bottom to top of view, in degrees.
     * @default 50
     */
    fov: number;

    /**
     * Camera frustum aspect ratio, window width divided by window height.
     * @default 1
     */
    aspect: number;

    /**
     * Camera frustum near plane.
     * @default 0.1
     */
    near: number;

    /**
     * Camera frustum far plane.
     * @default 2000
     */
    far: number;

    /**
     * @default 10
     */
    focus: number;

    /**
     * @default null
     */
    view: null | {
        enabled: boolean;
        fullWidth: number;
        fullHeight: number;
        offsetX: number;
        offsetY: number;
        width: number;
        height: number;
    };

    /**
     * @default 35
     */
    filmGauge: number;

    /**
     * @default 0
     */
    filmOffset: number;

    setFocalLength(focalLength: number): void;
    getFocalLength(): number;
    getEffectiveFOV(): number;
    getFilmWidth(): number;
    getFilmHeight(): number;

    /**
     * Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
     * For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:
     *
     * +---+---+---+
     * | A | B | C |
     * +---+---+---+
     * | D | E | F |
     * +---+---+---+
     *
     * then for each monitor you would call it like this:
     *
     * const w = 1920;
     * const h = 1080;
     * const fullWidth = w * 3;
     * const fullHeight = h * 2;
     *
     * // A
     * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
     * // B
     * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
     * // C
     * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
     * // D
     * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
     * // E
     * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
     * // F
     * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); Note there is no reason monitors have to be the same size or in a grid.
     *
     * @param fullWidth full width of multiview setup
     * @param fullHeight full height of multiview setup
     * @param x horizontal offset of subcamera
     * @param y vertical offset of subcamera
     * @param width width of subcamera
     * @param height height of subcamera
     */
    setViewOffset(fullWidth: number, fullHeight: number, x: number, y: number, width: number, height: number): void;
    clearViewOffset(): void;

    /**
     * Updates the camera projection matrix. Must be called after change of parameters.
     */
    updateProjectionMatrix(): void;
    toJSON(meta?: any): any;

    /**
     * @deprecated Use {@link PerspectiveCamera#setFocalLength .setFocalLength()} and {@link PerspectiveCamera#filmGauge .filmGauge} instead.
     */
    setLens(focalLength: number, frameHeight?: number): void;
}
