* The camera's world-space forward / look axis (unit). See * Camera3d#getBasis. * @param out - vector to write into (returned) * @returns `out`
(out: Vector3d)
| 296 | * @returns `out` |
| 297 | */ |
| 298 | getForward(out: Vector3d): Vector3d { |
| 299 | this.getBasis(_bScratchA, _bScratchB, out); |
| 300 | return out; |
| 301 | } |
| 302 | |
| 303 | /** |
| 304 | * Rebuild the projection matrix from the frustum. Called by the |
no test coverage detected