Class VRDeviceOrientationFreeCamera
Hierarchy
- DeviceOrientationCamera
- VRDeviceOrientationFreeCamera
Index
Constructors
Properties
- animations
- apply
Gravity - camera
Direction - camera
Rig Mode - camera
Rotation - check
Collisions - custom
Render Targets - ellipsoid
- ellipsoid
Offset - fov
- fov
Mode - id
- ignore
Parent Scaling - inertia
- inputs
- inspectable
Custom Properties - interaxial
Distance - inverse
Rotation Speed - invert
Rotation - is
Intermediate - is
Rig Camera - is
Stereoscopic Side By Side - layer
Mask - locked
Target - maxZ
- metadata
- minZ
- name
- no
Rotation Constraint - on
Accessibility Tag Changed Observable - on
After Check Inputs Observable - on
Collide - on
Dispose Observable - on
Projection Matrix Changed Observable - on
Ready - on
Restore State Observable - on
View Matrix Changed Observable - output
Render Target - projection
Plane Tilt - render
Pass Id - reserved
Data Store - rig
Parent - rotation
- rotation
Quaternion - speed
- state
- unique
Id - update
Up Vector From Rotation - viewport
- FOVMODE_
HORIZONTAL_ FIXED - FOVMODE_
VERTICAL_ FIXED - Force
Attach Control To Always Prevent Default - ORTHOGRAPHIC_
CAMERA - PERSPECTIVE_
CAMERA - RIG_
MODE_ CUSTOM - RIG_
MODE_ NONE - RIG_
MODE_ STEREOSCOPIC_ ANAGLYPH - RIG_
MODE_ STEREOSCOPIC_ INTERLACED - RIG_
MODE_ STEREOSCOPIC_ OVERUNDER - RIG_
MODE_ STEREOSCOPIC_ SIDEBYSIDE_ CROSSEYED - RIG_
MODE_ STEREOSCOPIC_ SIDEBYSIDE_ PARALLEL - RIG_
MODE_ VR - RIG_
MODE_ WEBVR
Accessors
- absolute
Rotation - accessibility
Tag - angular
Sensibility - animation
Properties Override - behaviors
- collision
Mask - disable
Pointer Input When Using Device Orientation - do
Not Serialize - global
Position - is
Left Camera - is
Right Camera - keys
Down - keys
Downward - keys
Left - keys
Right - keys
Rotate Down - keys
Rotate Left - keys
Rotate Right - keys
Rotate Up - keys
Up - keys
Upward - left
Camera - mode
- on
Cloned Observable - on
Dispose - on
Enabled State Changed Observable - ortho
Bottom - ortho
Left - ortho
Right - ortho
Top - parent
- position
- rig
Post Process - right
Camera - screen
Area - target
- up
Vector - world
Matrix From Cache
Methods
- _get
First Post Process - add
Behavior - apply
Vertical Correction - attach
Control - attach
Post Process - begin
Animation - clone
- compute
World Matrix - create
Animation Range - delete
Animation Range - detach
Control - detach
Post Process - dispose
- enable
Horizontal Dragging - freeze
Projection Matrix - get
Active Meshes - get
Animation By Name - get
Animation Range - get
Animation Ranges - get
Behavior By Name - get
Child Meshes - get
Children - get
Class Name - get
Descendants - get
Direction - get
Direction To Ref - get
Engine - get
Forward Ray - get
Forward Ray To Ref - get
Front Position - get
Hierarchy Bounding Vectors - get
Left Target - get
Projection Matrix - get
Right Target - get
Scene - get
Target - get
Transformation Matrix - get
View Matrix - get
World Matrix - is
Active Mesh - is
Completely In Frustum - is
Descendant Of - is
Disposed - is
Enabled - is
In Frustum - is
Ready - mark
As Dirty - remove
Behavior - reset
To Current Rotation - restore
State - serialize
- serialize
Animation Ranges - set
Enabled - set
Target - store
State - to
String - unfreeze
Projection Matrix - update
- Add
Node Constructor - Construct
- Get
Constructor From Name - Parse
- Parse
Animation Ranges
Constructors
constructor
Creates a new VRDeviceOrientationFreeCamera
Parameters
name: string
defines camera name
position: Vector3
defines the start position of the camera
Optional scene: Scene
defines the scene the camera belongs to
Optional compensateDistortion: boolean
defines if the camera needs to compensate the lens distortion
Optional vrCameraMetrics: VRCameraMetrics
defines the vr metrics associated to the camera
Returns VRDeviceOrientationFreeCamera
Properties
animationsSearch playground for animations
Gets a list of Animations associated with the node
apply GravitySearch playground for applyGravity
Enable or disable gravity on the camera.
camera DirectionSearch playground for cameraDirection
Define the current direction the camera is moving to
camera Rig ModeSearch playground for cameraRigMode
Rig mode of the camera. This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes. This is normally controlled byt the camera themselves as internal use.
camera RotationSearch playground for cameraRotation
Define the current rotation the camera is rotating to
check CollisionsSearch playground for checkCollisions
Enable or disable collisions of the camera with the rest of the scene objects.
custom Render TargetsSearch playground for customRenderTargets
Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene This is pretty helpful if you wish to make a camera render to a texture you could reuse somewhere else in the scene. (Eg. security camera)
To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corresponding to an HMD)
ellipsoidSearch playground for ellipsoid
Define the collision ellipsoid of the camera. This is helpful to simulate a camera body like the player body around the camera
ellipsoid OffsetSearch playground for ellipsoidOffset
Define an offset for the position of the ellipsoid around the camera. This can be helpful to determine the center of the body near the gravity center of the body instead of its head.
fovSearch playground for fov
Field Of View is set in Radians. (default is 0.8)
fov ModeSearch playground for fovMode
fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
idSearch playground for id
Gets or sets the id of the node
ignore Parent ScalingSearch playground for ignoreParentScaling
Gets or sets a boolean indicating that the scaling of the parent hierarchy will not be taken in account by the camera
inertiaSearch playground for inertia
Define the default inertia of the camera. This helps giving a smooth feeling to the camera movement.
inputsSearch playground for inputs
Define the input manager associated to the camera.
inspectable Custom PropertiesSearch playground for inspectableCustomProperties
List of inspectable custom properties (used by the Inspector)
interaxial DistanceSearch playground for interaxialDistance
Defines the distance between both "eyes" in case of a RIG
inverse Rotation SpeedSearch playground for inverseRotationSpeed
Speed multiplier for inverse camera panning
invert RotationSearch playground for invertRotation
Reverses mouselook direction to 'natural' panning as opposed to traditional direct panning
is IntermediateSearch playground for isIntermediate
Define whether the camera is intermediate. This is useful to not present the output directly to the screen in case of rig without post process for instance
is Rig CameraSearch playground for isRigCamera
Is this camera a part of a rig system?
is Stereoscopic Side By SideSearch playground for isStereoscopicSideBySide
Defines if stereoscopic rendering is done side by side or over under.
layer MaskSearch playground for layerMask
Restricts the camera to viewing objects with the same layerMask. A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
locked TargetSearch playground for lockedTarget
Define the current target of the camera as an object or a position. Please note that locking a target will disable panning.
maxZSearch playground for maxZ
Define the maximum distance the camera can see to. This is important to note that the depth buffer are not infinite and the further it end the more your scene might encounter depth fighting issue.
metadataSearch playground for metadata
Gets or sets an object used to store user defined information for the node
minZSearch playground for minZ
Define the minimum distance the camera can see from. This is important to note that the depth buffer are not infinite and the closer it starts the more your scene might encounter depth fighting issue.
nameSearch playground for name
Gets or sets the name of the node
no Rotation ConstraintSearch playground for noRotationConstraint
Add constraint to the camera to prevent it to move freely in all directions and around all axis.
on Accessibility Tag Changed ObservableSearch playground for onAccessibilityTagChangedObservable
on After Check Inputs ObservableSearch playground for onAfterCheckInputsObservable
Observable triggered when the inputs have been processed.
on CollideSearch playground for onCollide
Type declaration
Event raised when the camera collide with a mesh in the scene.
Parameters
collidedMesh: AbstractMesh
Returns void
on Dispose ObservableSearch playground for onDisposeObservable
An event triggered when the mesh is disposed
on Projection Matrix Changed ObservableSearch playground for onProjectionMatrixChangedObservable
Observable triggered when the camera Projection matrix has changed.
on ReadySearch playground for onReady
Callback raised when the node is ready to be used
on Restore State ObservableSearch playground for onRestoreStateObservable
Observable triggered when reset has been called and applied to the camera.
on View Matrix Changed ObservableSearch playground for onViewMatrixChangedObservable
Observable triggered when the camera view matrix has changed.
output Render TargetSearch playground for outputRenderTarget
When set, the camera will render to this render target instead of the default canvas
If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
projection Plane TiltSearch playground for projectionPlaneTilt
Projection plane tilt around the X axis (horizontal), set in Radians. (default is 0) Can be used to make vertical lines in world space actually vertical on the screen. See https://forum.babylonjs.com/t/add-vertical-shift-to-3ds-max-exporter-babylon-cameras/17480
render Pass IdSearch playground for renderPassId
Render pass id used by the camera to render into the main framebuffer
reserved Data StoreSearch playground for reservedDataStore
For internal use only. Please do not use.
Optional rig ParentSearch playground for rigParent
If isRigCamera set to true this will be set with the parent camera. The parent camera is not (!) necessarily the .parent of this camera (like in the case of XR)
rotationSearch playground for rotation
Define the current rotation of the camera
rotation QuaternionSearch playground for rotationQuaternion
Define the current rotation of the camera as a quaternion to prevent Gimbal lock
speedSearch playground for speed
Define the current speed of the camera
stateSearch playground for state
Gets or sets a string used to store user defined state for the node
unique IdSearch playground for uniqueId
Gets or sets the unique id of the node
update Up Vector From RotationSearch playground for updateUpVectorFromRotation
When set, the up vector of the camera will be updated by the rotation of the camera
viewportSearch playground for viewport
Define the viewport of the camera. This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
Static Readonly FOVMODE_ HORIZONTAL_ FIXEDSearch playground for FOVMODE_HORIZONTAL_FIXED
This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
Static Readonly FOVMODE_ VERTICAL_ FIXEDSearch playground for FOVMODE_VERTICAL_FIXED
This is the default FOV mode for perspective cameras. This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
Static Force Attach Control To Always Prevent DefaultSearch playground for ForceAttachControlToAlwaysPreventDefault
Defines if by default attaching controls should prevent the default javascript event to continue.
Static Readonly ORTHOGRAPHIC_ CAMERASearch playground for ORTHOGRAPHIC_CAMERA
This helps creating camera with an orthographic mode. Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
Static Readonly PERSPECTIVE_ CAMERASearch playground for PERSPECTIVE_CAMERA
This is the default projection mode used by the cameras. It helps recreating a feeling of perspective and better appreciate depth. This is the best way to simulate real life cameras.
Static Readonly RIG_ MODE_ CUSTOMSearch playground for RIG_MODE_CUSTOM
Custom rig mode allowing rig cameras to be populated manually with any number of cameras
Static Readonly RIG_ MODE_ NONESearch playground for RIG_MODE_NONE
This specifies there is no need for a camera rig. Basically only one eye is rendered corresponding to the camera.
Static Readonly RIG_ MODE_ STEREOSCOPIC_ ANAGLYPHSearch playground for RIG_MODE_STEREOSCOPIC_ANAGLYPH
Simulates a camera Rig with one blue eye and one red eye. This can be use with 3d blue and red glasses.
Static Readonly RIG_ MODE_ STEREOSCOPIC_ INTERLACEDSearch playground for RIG_MODE_STEREOSCOPIC_INTERLACED
Defines that both eyes of the camera will be rendered on successive lines interlaced for passive 3d monitors.
Static Readonly RIG_ MODE_ STEREOSCOPIC_ OVERUNDERSearch playground for RIG_MODE_STEREOSCOPIC_OVERUNDER
Defines that both eyes of the camera will be rendered over under each other.
Static Readonly RIG_ MODE_ STEREOSCOPIC_ SIDEBYSIDE_ CROSSEYEDSearch playground for RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED
Defines that both eyes of the camera will be rendered side by side with a none parallel target.
Static Readonly RIG_ MODE_ STEREOSCOPIC_ SIDEBYSIDE_ PARALLELSearch playground for RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL
Defines that both eyes of the camera will be rendered side by side with a parallel target.
Static Readonly RIG_ MODE_ VRSearch playground for RIG_MODE_VR
Defines that both eyes of the camera should be renderered in a VR mode (carbox).
Static Readonly RIG_ MODE_ WEBVRSearch playground for RIG_MODE_WEBVR
Defines that both eyes of the camera should be renderered in a VR mode (webVR).
Accessors
absolute Rotation
Returns the current camera absolute rotation
Returns Quaternion
accessibility Tag
Gets or sets the accessibility tag to describe the node for accessibility purpose.
Returns Nullable<IAccessibilityTag>
Gets or sets the accessibility tag to describe the node for accessibility purpose.
Parameters
value: Nullable<IAccessibilityTag>
Returns void
angular Sensibility
Gets the input sensibility for a mouse input. (default is 2000.0) Higher values reduce sensitivity.
Returns number
Sets the input sensibility for a mouse input. (default is 2000.0) Higher values reduce sensitivity.
Parameters
value: number
Returns void
animation Properties Override
Gets or sets the animation properties override
Returns Nullable<AnimationPropertiesOverride>
Gets or sets the animation properties override
Parameters
value: Nullable<AnimationPropertiesOverride>
Returns void
behaviors
collision Mask
Define a collision mask to limit the list of object the camera can collide with
Returns number
Define a collision mask to limit the list of object the camera can collide with
Parameters
mask: number
Returns void
disable Pointer Input When Using Device Orientation
Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
Returns boolean
Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
Parameters
value: boolean
Returns void
do Not Serialize
Gets or sets a boolean used to define if the node must be serialized
Returns boolean
Gets or sets a boolean used to define if the node must be serialized
Parameters
value: boolean
Returns void
global Position
Gets the current world space position of the camera.
Returns Vector3
is Left Camera
Gets the left camera of a rig setup in case of Rigged Camera
Returns boolean
is Right Camera
Gets the right camera of a rig setup in case of Rigged Camera
Returns boolean
keys Down
Gets or Set the list of keyboard keys used to control the backward move of the camera.
Returns number[]
Gets or Set the list of keyboard keys used to control the backward move of the camera.
Parameters
value: number[]
Returns void
keys Downward
Gets or Set the list of keyboard keys used to control the downward move of the camera.
Returns number[]
Gets or Set the list of keyboard keys used to control the downward move of the camera.
Parameters
value: number[]
Returns void
keys Left
Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
Returns number[]
Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
Parameters
value: number[]
Returns void
keys Right
Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
Returns number[]
Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
Parameters
value: number[]
Returns void
keys Rotate Down
Gets or Set the list of keyboard keys used to control the down rotation move of the camera.
Returns number[]
Gets or Set the list of keyboard keys used to control the down rotation move of the camera.
Parameters
value: number[]
Returns void
keys Rotate Left
Gets or Set the list of keyboard keys used to control the left rotation move of the camera.
Returns number[]
Gets or Set the list of keyboard keys used to control the left rotation move of the camera.
Parameters
value: number[]
Returns void
keys Rotate Right
Gets or Set the list of keyboard keys used to control the right rotation move of the camera.
Returns number[]
Gets or Set the list of keyboard keys used to control the right rotation move of the camera.
Parameters
value: number[]
Returns void
keys Rotate Up
Gets or Set the list of keyboard keys used to control the up rotation move of the camera.
Returns number[]
Gets or Set the list of keyboard keys used to control the up rotation move of the camera.
Parameters
value: number[]
Returns void
keys Up
Gets or Set the list of keyboard keys used to control the forward move of the camera.
Returns number[]
Gets or Set the list of keyboard keys used to control the forward move of the camera.
Parameters
value: number[]
Returns void
keys Upward
Gets or Set the list of keyboard keys used to control the upward move of the camera.
Returns number[]
Gets or Set the list of keyboard keys used to control the upward move of the camera.
Parameters
value: number[]
Returns void
left Camera
Gets the left camera of a rig setup in case of Rigged Camera
Returns Nullable<FreeCamera>
mode
Returns number
Parameters
mode: number
Returns void
on Cloned Observable
An event triggered when the node is cloned
Returns Observable<Node>
on Dispose
Sets a callback that will be raised when the node will be disposed
Parameters
callback: (() => void)
Returns void
Returns void
on Enabled State Changed Observable
An event triggered when the enabled state of the node changes
Returns Observable<boolean>
ortho Bottom
ortho Left
ortho Right
ortho Top
parent
position
rig Post Process
Gets the post process used by the rig cameras
Returns Nullable<PostProcess>
right Camera
Gets the right camera of a rig setup in case of Rigged Camera
Returns Nullable<FreeCamera>
screen Area
The screen area in scene units squared
Returns number
target
up Vector
world Matrix From Cache
Returns directly the latest state of the mesh World matrix. A Matrix is returned.
Returns Matrix
Methods
_get First Post ProcessSearch playground for _getFirstPostProcess
Internal, gets the first post process.
Returns Nullable<PostProcess>
the first post process to be run on this camera.
add BehaviorSearch playground for addBehavior
apply Vertical CorrectionSearch playground for applyVerticalCorrection
Automatically tilts the projection plane, using
projectionPlaneTilt
, to correct the perspective effect on vertical lines.Returns void
attach ControlSearch playground for attachControl
Attach the input controls to a specific dom element to get the input from.
Parameters
Optional noPreventDefault: boolean
Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
Returns void
Attach the input controls to a specific dom element to get the input from.
Parameters
ignored: any
defines an ignored parameter kept for backward compatibility.
Optional noPreventDefault: boolean
Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault) BACK COMPAT SIGNATURE ONLY.
Returns void
attach Post ProcessSearch playground for attachPostProcess
Attach a post process to the camera.
Parameters
postProcess: PostProcess
The post process to attach to the camera
Optional insertAt: Nullable<number>
The position of the post process in case several of them are in use in the scene
Returns number
the position the post process has been inserted at
begin AnimationSearch playground for beginAnimation
Will start the animation sequence
Parameters
name: string
defines the range frames for animation sequence
Optional loop: boolean
defines if the animation should loop (false by default)
Optional speedRatio: number
defines the speed factor in which to run the animation (1 by default)
Optional onAnimationEnd: (() => void)
defines a function to be executed when the animation ended (undefined by default)
Returns void
Returns Nullable<Animatable>
the object created for this animation. If range does not exist, it will return null
cloneSearch playground for clone
compute World MatrixSearch playground for computeWorldMatrix
Compute the world matrix of the camera.
Returns Matrix
the camera world matrix
create Animation RangeSearch playground for createAnimationRange
Creates an animation range for this node
Parameters
name: string
defines the name of the range
from: number
defines the starting key
to: number
defines the end key
Returns void
delete Animation RangeSearch playground for deleteAnimationRange
Delete a specific animation range
Parameters
name: string
defines the name of the range to delete
Optional deleteFrames: boolean
defines if animation frames from the range must be deleted as well
Returns void
detach ControlSearch playground for detachControl
Detach the current controls from the specified dom element.
Returns void
detach Post ProcessSearch playground for detachPostProcess
Detach a post process to the camera.
Parameters
postProcess: PostProcess
The post process to detach from the camera
Returns void
disposeSearch playground for dispose
Destroy the camera and release the current resources hold by it.
Returns void
enable Horizontal DraggingSearch playground for enableHorizontalDragging
Enabled turning on the y axis when the orientation sensor is active
Parameters
Optional dragFactor: number
the factor that controls the turn speed (default: 1/300)
Returns void
freeze Projection MatrixSearch playground for freezeProjectionMatrix
Freeze the projection matrix. It will prevent the cache check of the camera projection compute and can speed up perf if no parameter of the camera are meant to change
Parameters
Optional projection: Matrix
Defines manually a projection if necessary
Returns void
get Active MeshesSearch playground for getActiveMeshes
Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
Returns SmartArray<AbstractMesh>
the active meshe list
get Animation By NameSearch playground for getAnimationByName
get Animation RangeSearch playground for getAnimationRange
Get an animation range by name
Parameters
name: string
defines the name of the animation range to look for
Returns Nullable<AnimationRange>
null if not found else the requested animation range
get Animation RangesSearch playground for getAnimationRanges
Gets the list of all animation ranges defined on this node
Returns Nullable<AnimationRange>[]
an array
get Behavior By NameSearch playground for getBehaviorByName
get Child MeshesSearch playground for getChildMeshes
Get all child-meshes of this node
Type Parameters
T extends AbstractMesh<T>
Parameters
Optional directDescendantsOnly: boolean
defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
Optional predicate: ((node: Node) => node is T)
defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
Parameters
node: Node
Returns node is T
Returns T[]
an array of AbstractMesh
Get all child-meshes of this node
Parameters
Optional directDescendantsOnly: boolean
defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
Optional predicate: ((node: Node) => boolean)
defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
Parameters
node: Node
Returns boolean
Returns AbstractMesh[]
an array of AbstractMesh
get ChildrenSearch playground for getChildren
Get all direct children of this node
Type Parameters
T extends Node<T>
Parameters
Optional predicate: ((node: Node) => node is T)
defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
Parameters
node: Node
Returns node is T
Optional directDescendantsOnly: boolean
defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
Returns T[]
an array of Node
Get all direct children of this node
Parameters
Optional predicate: ((node: Node) => boolean)
defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
Parameters
node: Node
Returns boolean
Optional directDescendantsOnly: boolean
defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
Returns Node[]
an array of Node
get Class NameSearch playground for getClassName
Gets camera class name
Returns string
VRDeviceOrientationFreeCamera
get DescendantsSearch playground for getDescendants
Will return all nodes that have this node as ascendant
Type Parameters
T extends Node<T>
Parameters
Optional directDescendantsOnly: boolean
defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
Optional predicate: ((node: Node) => node is T)
defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
Parameters
node: Node
Returns node is T
Returns T[]
all children nodes of all types
Will return all nodes that have this node as ascendant
Parameters
Optional directDescendantsOnly: boolean
defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
Optional predicate: ((node: Node) => boolean)
defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
Parameters
node: Node
Returns boolean
Returns Node[]
all children nodes of all types
get DirectionSearch playground for getDirection
get Direction To RefSearch playground for getDirectionToRef
get EngineSearch playground for getEngine
Gets the engine of the node
Returns Engine
a Engine
get Forward RaySearch playground for getForwardRay
Gets a ray in the forward direction from the camera.
Parameters
Optional length: number
Defines the length of the ray to create
Optional transform: Matrix
Defines the transform to apply to the ray, by default the world matrix is used to create a workd space ray
Optional origin: Vector3
Defines the start point of the ray which defaults to the camera position
Returns Ray
the forward ray
get Forward Ray To RefSearch playground for getForwardRayToRef
Gets a ray in the forward direction from the camera.
Parameters
refRay: Ray
the ray to (re)use when setting the values
Optional length: number
Defines the length of the ray to create
Optional transform: Matrix
Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
Optional origin: Vector3
Defines the start point of the ray which defaults to the camera position
Returns Ray
the forward ray
get Front PositionSearch playground for getFrontPosition
Gets the position in front of the camera at a given distance.
Parameters
distance: number
The distance from the camera we want the position to be
Returns Vector3
the position
get Hierarchy Bounding VectorsSearch playground for getHierarchyBoundingVectors
Return the minimum and maximum world vectors of the entire hierarchy under current node
Parameters
Optional includeDescendants: boolean
Include bounding info from descendants as well (true by default)
Optional predicate: Nullable<((abstractMesh: AbstractMesh) => boolean)>
defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
Returns { max: Vector3; min: Vector3 }
the new bounding vectors
get Left TargetSearch playground for getLeftTarget
get Projection MatrixSearch playground for getProjectionMatrix
Gets the current projection matrix of the camera.
Parameters
Optional force: boolean
forces the camera to recompute the matrix without looking at the cached state
Returns Matrix
the projection matrix
get Right TargetSearch playground for getRightTarget
get SceneSearch playground for getScene
Gets the scene of the node
Returns Scene
a scene
get TargetSearch playground for getTarget
Return the current target position of the camera. This value is expressed in local space.
Returns Vector3
the target position
get Transformation MatrixSearch playground for getTransformationMatrix
Gets the transformation matrix (ie. the multiplication of view by projection matrices)
Returns Matrix
a Matrix
get View MatrixSearch playground for getViewMatrix
Gets the current view matrix of the camera.
Parameters
Optional force: boolean
forces the camera to recompute the matrix without looking at the cached state
Returns Matrix
the view matrix
get World MatrixSearch playground for getWorldMatrix
Gets the current world matrix of the camera
Returns Matrix
is Active MeshSearch playground for isActiveMesh
Check whether a mesh is part of the current active mesh list of the camera
Parameters
mesh: Mesh
Defines the mesh to check
Returns boolean
true if active, false otherwise
is Completely In FrustumSearch playground for isCompletelyInFrustum
Checks if a cullable object (mesh...) is in the camera frustum Unlike isInFrustum this checks the full bounding box
Parameters
target: ICullable
The object to check
Returns boolean
true if the object is in frustum otherwise false
is Descendant OfSearch playground for isDescendantOf
Is this node a descendant of the given node? The function will iterate up the hierarchy until the ancestor was found or no more parents defined
Parameters
ancestor: Node
defines the parent node to inspect
Returns boolean
a boolean indicating if this node is a descendant of the given node
is DisposedSearch playground for isDisposed
Gets a boolean indicating if the node has been disposed
Returns boolean
true if the node was disposed
is EnabledSearch playground for isEnabled
Is this node enabled? If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
Parameters
Optional checkAncestors: boolean
indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
Returns boolean
whether this node (and its parent) is enabled
is In FrustumSearch playground for isInFrustum
Checks if a cullable object (mesh...) is in the camera frustum This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
Parameters
target: ICullable
The object to check
Optional checkRigCameras: boolean
If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
Returns boolean
true if the object is in frustum otherwise false
is ReadySearch playground for isReady
Is this camera ready to be used/rendered
Parameters
Optional completeCheck: boolean
defines if a complete check (including post processes) has to be done (false by default)
Returns boolean
true if the camera is ready
mark As DirtySearch playground for markAsDirty
Flag the node as dirty (Forcing it to update everything)
Parameters
Optional _property: string
helps children apply precise "dirtyfication"
Returns Node
this node
remove BehaviorSearch playground for removeBehavior
reset To Current RotationSearch playground for resetToCurrentRotation
Reset the camera to its default orientation on the specified axis only.
Parameters
Optional axis: Axis
The axis to reset
Returns void
restore StateSearch playground for restoreState
Restored camera state. You must call storeState() first.
Returns boolean
true if restored and false otherwise
serializeSearch playground for serialize
Serialiaze the camera setup to a json representation
Returns any
the JSON representation
serialize Animation RangesSearch playground for serializeAnimationRanges
Serialize animation ranges into a JSON compatible object
Returns any
serialization object
set EnabledSearch playground for setEnabled
Set the enabled state of this node
Parameters
value: boolean
defines the new enabled state
Returns void
set TargetSearch playground for setTarget
Defines the target the camera should look at.
Parameters
target: Vector3
Defines the new target as a Vector
Returns void
store StateSearch playground for storeState
Store current camera state of the camera (fov, position, rotation, etc..)
Returns Camera
the camera
to StringSearch playground for toString
Gets a string representation of the camera useful for debug purpose.
Parameters
Optional fullDetails: boolean
Defines that a more verbose level of logging is required
Returns string
the string representation
unfreeze Projection MatrixSearch playground for unfreezeProjectionMatrix
Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
Returns void
updateSearch playground for update
Update the camera state according to the different inputs gathered during the frame.
Returns void
Static Add Node ConstructorSearch playground for AddNodeConstructor
Add a new node constructor
Parameters
type: string
defines the type name of the node to construct
constructorFunc: NodeConstructor
defines the constructor function
Returns void
Static ConstructSearch playground for Construct
Returns a node constructor based on type name
Parameters
type: string
defines the type name
name: string
defines the new node name
scene: Scene
defines the hosting scene
Optional options: any
defines optional options to transmit to constructors
Returns Nullable<(() => Node)>
the new constructor or null
Static Get Constructor From NameSearch playground for GetConstructorFromName
Gets a camera constructor for a given camera type
Parameters
type: string
The type of the camera to construct (should be equal to one of the camera class name)
name: string
The name of the camera the result will be able to instantiate
scene: Scene
The scene the result will construct the camera in
Optional interaxial_distance: number
In case of stereoscopic setup, the distance between both eyes
Optional isStereoscopicSideBySide: boolean
In case of stereoscopic setup, should the sereo be side b side
Returns (() => Camera)
a factory method to construct the camera
Gets a camera constructor for a given camera type
Returns Camera
a factory method to construct the camera
Camera used to simulate VR rendering (based on FreeCamera)
https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#vr-device-orientation-cameras