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Fix references to THREE in docs #1525

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Jan 31, 2025
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14 changes: 7 additions & 7 deletions types/three/src/cameras/Camera.d.ts
Original file line number Diff line number Diff line change
Expand Up @@ -16,8 +16,8 @@ export class Camera extends Object3D {
/**
* @remarks
* Note that this class is not intended to be called directly; you probably want a
* {@link THREE.PerspectiveCamera | PerspectiveCamera} or
* {@link THREE.OrthographicCamera | OrthographicCamera} instead.
* {@link PerspectiveCamera | PerspectiveCamera} or
* {@link OrthographicCamera | OrthographicCamera} instead.
*/
constructor();

Expand All @@ -36,7 +36,7 @@ export class Camera extends Object3D {

/**
* @override
* The {@link THREE.Layers | layers} that the {@link Camera} is a member of.
* The {@link Layers | layers} that the {@link Camera} is a member of.
* @remarks Objects must share at least one layer with the {@link Camera} to be n when the camera's viewpoint is rendered.
* @defaultValue `new THREE.Layers()`
*/
Expand All @@ -45,19 +45,19 @@ export class Camera extends Object3D {
/**
* This is the inverse of matrixWorld.
* @remarks MatrixWorld contains the Matrix which has the world transform of the {@link Camera} .
* @defaultValue {@link THREE.Matrix4 | `new THREE.Matrix4()`}
* @defaultValue {@link Matrix4 | `new THREE.Matrix4()`}
*/
matrixWorldInverse: Matrix4;

/**
* This is the matrix which contains the projection.
* @defaultValue {@link THREE.Matrix4 | `new THREE.Matrix4()`}
* @defaultValue {@link Matrix4 | `new THREE.Matrix4()`}
*/
projectionMatrix: Matrix4;

/**
* This is the inverse of projectionMatrix.
* @defaultValue {@link THREE.Matrix4 | `new THREE.Matrix4()`}
* @defaultValue {@link Matrix4 | `new THREE.Matrix4()`}
*/
projectionMatrixInverse: Matrix4;

Expand All @@ -66,7 +66,7 @@ export class Camera extends Object3D {
viewport?: Vector4;

/**
* Returns a {@link THREE.Vector3 | Vector3} representing the world space direction in which the {@link Camera} is looking.
* Returns a {@link Vector3 | Vector3} representing the world space direction in which the {@link Camera} is looking.
* @remarks Note: A {@link Camera} looks down its local, negative z-axis.
* @param target The result will be copied into this Vector3.
*/
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