Abstract base class for cameras. This class should always be inherited when you build a new camera.
Creates a new [name]. Note that this class is not intended to be called directly; you probably want a [page:PerspectiveCamera] or [page:OrthographicCamera] instead.
See the base [page:Object3D] class for common properties.
The [page:Layers layers] that the camera is a member of. This is an inherited
property from [page:Object3D].
Objects must share at least one layer with the camera to be seen when the camera's viewpoint is rendered.
This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.
This is the matrix which contains the projection.
The inverse of projectionMatrix.
See the base [page:Object3D] class for common methods.
Return a new camera with the same properties as this one.
Copy the properties from the source camera into this one.
[page:Vector3 target] — the result will be copied into this Vector3.
Returns a [page:Vector3] representing the world space direction in which the camera is looking. (Note: A camera looks down its local, negative z-axis).