Class GeospatialCamera
Hierarchy (View Summary)
- Camera
- GeospatialCamera
Index
Constructors
Properties
Accessors
Methods
Constructors
constructor
-
new GeospatialCamera(
name: string,
scene: Scene,
options: GeospatialCameraOptions,
): GeospatialCameraParameters
- name: string
- scene: Scene
- options: GeospatialCameraOptions
Returns GeospatialCamera
Properties
animations
Gets a list of Animations associated with the node
camera Rig Mode
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.
check Collisions
Enable or disable collision checking for this camera. Default is false.
custom Render Targets
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)
fov
Field Of View is set in Radians. (default is 0.8)
fov Mode
fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
id
Gets or sets the id of the node
ignore Camera Max Z
Ignores camera maxZ when computing the projection matrix (ie. use 0 instead of maxZ), meaning objects won't be culled by the far plane
inputs
Define the input manager associated with the camera.
inspectable Custom Properties
List of inspectable custom properties (used by the Inspector)
interaxial Distance
Defines the distance between both "eyes" in case of a RIG
is Intermediate
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 Camera
Is this camera a part of a rig system?
is Stereoscopic Side By Side
Defines if stereoscopic rendering is done side by side or over under.
layer Mask
Restricts the camera to viewing objects with the same layerMask. A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
max Z
Define the maximum distance the camera can see to. (default is 10000) 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.
metadata
Gets or sets an object used to store user defined information for the node
min Z
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.
Readonlymovement
Movement controller that provides input mapping and framerate-independent physics for geospatial interactions
name
Gets or sets the name of the node
oblique
Object containing oblique projection values (only used with ORTHOGRAPHIC_CAMERA)
on Accessibility Tag Changed Observable
Observable fired when an accessibility tag is changed
on After Check Inputs Observable
Observable triggered when the inputs have been processed.
on Dispose Observable
An event triggered when the mesh is disposed
on Projection Matrix Changed Observable
Observable triggered when the camera Projection matrix has changed.
on Ready
Callback raised when the node is ready to be used
on Restore State Observable
Observable triggered when reset has been called and applied to the camera.
on View Matrix Changed Observable
Observable triggered when the camera view matrix has changed. Beware of reentrance! Some methods like Camera.getViewMatrix and Camera.getWorldMatrix can trigger the onViewMatrixChangedObservable observable, so using them inside an observer will require additional logic to avoid a stack overflow error.
output Render Target
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
per Frame Collision Offset
Public option to customize the collision offset applied each frame - vs the one calculated using internal CollisionCoordinator
projection Plane Tilt
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 Id
Render pass id used by the camera to render into the main framebuffer
reserved Data Store
For internal use only. Please do not use.
Optionalrig Parent
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)
state
Gets or sets a string used to store user defined state for the node
unique Id
Gets or sets the unique id of the node
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.
StaticForce Attach Control To Always Prevent Default
Defines if by default attaching controls should prevent the default javascript event to continue.
Static ReadonlyFOVMODE_ HORIZONTAL_ FIXED
This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
Static ReadonlyFOVMODE_ 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 ReadonlyORTHOGRAPHIC_ 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 ReadonlyPERSPECTIVE_ 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 ReadonlyRIG_ MODE_ CUSTOM
Custom rig mode allowing rig cameras to be populated manually with any number of cameras
Static ReadonlyRIG_ MODE_ NONE
This specifies there is no need for a camera rig. Basically only one eye is rendered corresponding to the camera.
Static ReadonlyRIG_ 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 ReadonlyRIG_ MODE_ STEREOSCOPIC_ INTERLACED
Defines that both eyes of the camera will be rendered on successive lines interlaced for passive 3d monitors.
Static ReadonlyRIG_ MODE_ STEREOSCOPIC_ OVERUNDER
Defines that both eyes of the camera will be rendered over under each other.
Static ReadonlyRIG_ MODE_ STEREOSCOPIC_ SIDEBYSIDE_ CROSSEYED
Defines that both eyes of the camera will be rendered side by side with a none parallel target.
Static ReadonlyRIG_ MODE_ STEREOSCOPIC_ SIDEBYSIDE_ PARALLEL
Defines that both eyes of the camera will be rendered side by side with a parallel target.
Static ReadonlyRIG_ MODE_ VR
Defines that both eyes of the camera should be renderered in a VR mode (carbox).
Accessors
absolute Rotation
-
Returns the current camera absolute rotation
Returns Quaternion
accessibility Tag
animation Properties Override
-
Gets or sets the animation properties override
Returns Nullable<AnimationPropertiesOverride>
-
Parameters
- value: Nullable<AnimationPropertiesOverride>
Returns void
behaviors
center
-
The point on the globe that we are anchoring around. If no alternate rotation point is supplied, this will represent the center of screen
Returns Vector3
-
set center(center: IVector3Like): void
Sets the camera position to orbit around a new center point
Parameters
- center: IVector3Like
The world position (ECEF) to orbit around
Returns void
- center: IVector3Like
do Not Serialize
-
get doNotSerialize(): boolean
Gets or sets a boolean used to define if the node must be serialized
Returns boolean
-
set doNotSerialize(value: boolean): void
Parameters
- value: boolean
Returns void
global Position
-
Gets the current world space position of the camera.
Returns Vector3
has Moved
-
get hasMoved(): boolean
Gets a flag indicating that the camera has moved in some way since the last call to Camera.update()
Returns boolean
inertia
-
get inertia(): number
Define the default inertia of the camera. This helps giving a smooth feeling to the camera movement.
Returns number
-
set inertia(value: number): void
Parameters
- value: number
Returns void
inherit Visibility
-
get inheritVisibility(): boolean
-
set inheritVisibility(value: boolean): void
Parameters
- value: boolean
Returns void
is Left Camera
-
get isLeftCamera(): boolean
Gets the left camera of a rig setup in case of Rigged Camera
Returns boolean
is Right Camera
-
get isRightCamera(): boolean
Gets the right camera of a rig setup in case of Rigged Camera
Returns boolean
is Visible
-
get isVisible(): boolean
-
set isVisible(value: boolean): void
Parameters
- value: boolean
Returns void
left Camera
-
Gets the left camera of a rig setup in case of Rigged Camera
Returns Nullable<FreeCamera>
limits
-
get limits(): GeospatialLimits
Gets the limits for this camera
Returns GeospatialLimits
mode
-
get mode(): number
Returns number
-
set mode(mode: number): void
Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
Parameters
- mode: number
Returns void
on Cloned Observable
-
An event triggered when the node is cloned
Returns Observable<Node>
on Dispose
-
set onDispose(callback: () => void): void
Sets a callback that will be raised when the node will be disposed
Parameters
- callback: () => void
Returns void
on Effective Enabled State Changed Observable
-
An event triggered when the effective enabled state of the node changes, i.e. whenever the value returned by isEnabled changes. Unlike onEnabledStateChangedObservable, this fires for changes caused by an ancestor's enabled state as well as this node's own state. The observable is created on first access, so no cost is incurred for nodes that never observe it.
Returns Observable<boolean>
on Enabled State Changed Observable
-
An event triggered when the enabled state of the node changes. This only reflects changes to the node's own enabled flag (as set via setEnabled), not changes inherited from an ancestor. Use onEffectiveEnabledStateChangedObservable to also be notified when an ancestor's enabled state changes the effective enabled state.
Returns Observable<boolean>
ortho Bottom
ortho Left
ortho Right
ortho Top
parent
-
Gets or sets the parent of the node (without keeping the current position in the scene)
Returns void
pitch
-
get pitch(): number
Gets the camera's pitch (angle from looking straight at globe) Pitch is measured from looking straight down at planet center:
- zero pitch = looking straight at planet center (down)
- positive pitch = tilting up away from planet
- π/2 pitch = looking at horizon (perpendicular to geocentric normal)
Returns number
-
set pitch(pitch: number): void
Sets the camera's pitch (angle from looking straight at globe). Will wrap value to [-π, π)
Parameters
- pitch: number
The desired pitch angle in radians (0 = looking at planet center, π/2 = looking at horizon)
Returns void
- pitch: number
position
radius
-
get radius(): number
Gets the camera's distance from the current center point. This is distinct from planetRadius supplied at construction.
Returns number
-
set radius(radius: number): void
Sets the camera's distance from the current center point
Parameters
- radius: number
The desired radius
Returns void
- radius: number
right Camera
-
Gets the right camera of a rig setup in case of Rigged Camera
Returns Nullable<FreeCamera>
rig Post Process
-
Gets the post process used by the rig cameras
Returns Nullable<PostProcess>
screen Area
-
get screenArea(): number
The screen area in scene units squared
Returns number
up Vector
world Matrix From Cache
-
Returns directly the latest state of the mesh World matrix. A Matrix is returned.
Returns Matrix
yaw
-
get yaw(): number
Gets the camera's yaw (rotation around the geocentric normal) in radians
Returns number
-
set yaw(yaw: number): void
Sets the camera's yaw (rotation around the geocentric normal). Will wrap value to [-π, π)
Parameters
- yaw: number
The desired yaw angle in radians (0 = north, π/2 = east)
Returns void
- yaw: number
Methods
_ get First Post Process
-
Internal, gets the first post process.
Returns Nullable<PostProcess>
the first post process to be run on this camera.
add Behavior
apply Vertical Correction
-
Automatically tilts the projection plane, using
projectionPlaneTilt, to correct the perspective effect on vertical lines.Returns void
attach Post Process
-
Attach a post process to the camera.
Parameters
- postProcess: PostProcess
The post process to attach to the camera
- insertAt: Nullable<number> = null
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
- postProcess: PostProcess
begin Animation
-
beginAnimation(
name: string,
loop?: boolean,
speedRatio?: number,
onAnimationEnd?: () => void,
): Nullable<Animatable>Will start the animation sequence
Parameters
- name: string
defines the range frames for animation sequence
Optionalloop: booleandefines if the animation should loop (false by default)
OptionalspeedRatio: numberdefines the speed factor in which to run the animation (1 by default)
OptionalonAnimationEnd: () => voiddefines a function to be executed when the animation ended (undefined by default)
Returns Nullable<Animatable>
the object created for this animation. If range does not exist, it will return null
- name: string
clone
compute World Matrix
create Animation Range
-
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
- name: string
delete Animation Range
-
Delete a specific animation range
Parameters
- name: string
defines the name of the range to delete
- deleteFrames: boolean = true
defines if animation frames from the range must be deleted as well
Returns void
- name: string
detach Post Process
-
Detach a post process to the camera.
Parameters
- postProcess: PostProcess
The post process to detach from the camera
Returns void
- postProcess: PostProcess
dispose
-
Releases resources associated with this node.
Parameters
OptionaldoNotRecurse: booleanSet to true to not recurse into each children (recurse into each children by default)
- disposeMaterialAndTextures: boolean = false
Set to true to also dispose referenced materials and textures (false by default)
Returns void
fly To Async
-
flyToAsync(
targetYaw?: number,
targetPitch?: number,
targetRadius?: number,
targetCenter?: Vector3,
flightDurationMs?: number,
easingFunction?: EasingFunction,
centerHopScale?: number,
): Promise<void>Animate camera towards passed in property values. If undefined, will use current value
Parameters
OptionaltargetYaw: numberTarget yaw in radians, or undefined to keep the current yaw.
OptionaltargetPitch: numberTarget pitch in radians, or undefined to keep the current pitch.
OptionaltargetRadius: numberTarget radius (distance from the look-at center), or undefined to keep the current radius.
OptionaltargetCenter: Vector3Target look-at center in scene coordinates, or undefined to keep the current center.
- flightDurationMs: number = 1000
Total duration of the animation in milliseconds. Defaults to 1000ms.
OptionaleasingFunction: EasingFunctionOptional easing function applied to the animation curve.
OptionalcenterHopScale: numberIf supplied, will define the parabolic hop height scale for center animation to create a "bounce" effect
Returns Promise<void>
Promise that will return when the animation is complete (or interuppted by pointer input)
fly To Point Async
-
flyToPointAsync(
destination: Vector3,
distanceScale?: number,
durationMs?: number,
easingFn?: EasingFunction,
centerHopScale?: number,
): Promise<void>Helper function to move camera towards a given point by
distanceScaleof the current camera-to-destination distance (by default 50%).Parameters
- destination: Vector3
point to move towards
- distanceScale: number = 0.5
value between 0 and 1, % of distance to move
- durationMs: number = 1000
duration of flight, default 1s
OptionaleasingFn: EasingFunctionoptional easing function for flight interpolation of properties
OptionalcenterHopScale: numberIf supplied, will define the parabolic hop height scale for center animation to create a "bounce" effect
Returns Promise<void>
- destination: Vector3
freeze Projection Matrix
-
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
Optionalprojection: MatrixDefines manually a projection if necessary
Returns void
get Active Meshes
-
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 Name
get Animation Range
-
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
- name: string
get Animation Ranges
-
Gets the list of all animation ranges defined on this node
Returns Nullable<AnimationRange>[]
an array
get Behavior By Name
get Child Meshes
-
getChildMeshes<T extends AbstractMesh>(
directDescendantsOnly?: boolean,
predicate?: (node: Node) => node is T,
): T[]Get all child-meshes of this node
Type Parameters
- T extends AbstractMesh
Parameters
OptionaldirectDescendantsOnly: booleandefines 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)
Optionalpredicate: (node: Node) => node is Tdefines 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
Returns T[]
an array of AbstractMesh
-
getChildMeshes(
directDescendantsOnly?: boolean,
predicate?: (node: Node) => boolean,
): AbstractMesh[]Get all child-meshes of this node
Parameters
OptionaldirectDescendantsOnly: booleandefines 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)
Optionalpredicate: (node: Node) => booleandefines 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
Returns AbstractMesh[]
an array of AbstractMesh
get Children
-
getChildren<T extends Node>(
predicate?: (node: Node) => node is T,
directDescendantsOnly?: boolean,
): T[]Get all direct children of this node
Type Parameters
- T extends Node
Parameters
Optionalpredicate: (node: Node) => node is Tdefines 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
OptionaldirectDescendantsOnly: booleandefines 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
Optionalpredicate: (node: Node) => booleandefines 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
OptionaldirectDescendantsOnly: booleandefines 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 Name
-
Gets the class name of the camera.
Returns string
the class name
get Descendants
-
getDescendants<T extends Node>(
directDescendantsOnly?: boolean,
predicate?: (node: Node) => node is T,
): T[]Will return all nodes that have this node as ascendant
Type Parameters
- T extends Node
Parameters
OptionaldirectDescendantsOnly: booleandefines 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
Optionalpredicate: (node: Node) => node is Tdefines 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
Returns T[]
all children nodes of all types
-
Will return all nodes that have this node as ascendant
Parameters
OptionaldirectDescendantsOnly: booleandefines 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
Optionalpredicate: (node: Node) => booleandefines 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
Returns Node[]
all children nodes of all types
get Direction
-
Gets the direction of the camera relative to a given local axis.
Parameters
- localAxis: DeepImmutable<Vector3>
Defines the reference axis to provide a relative direction.
Returns Vector3
the direction
- localAxis: DeepImmutable<Vector3>
get Direction To Ref
-
Gets the direction of the camera relative to a given local axis into a passed vector.
Parameters
- localAxis: DeepImmutable<Vector3>
Defines the reference axis to provide a relative direction.
- result: Vector3
Defines the vector to store the result in
Returns void
- localAxis: DeepImmutable<Vector3>
get Engine
get Forward Ray
get Forward Ray To Ref
-
Gets a ray in the forward direction from the camera.
Parameters
- refRay: Ray
the ray to (re)use when setting the values
- length: number = 100
Defines the length of the ray to create
Optionaltransform: MatrixDefines the transform to apply to the ray, by default the world matrix is used to create a world space ray
Optionalorigin: Vector3Defines the start point of the ray which defaults to the camera position
Returns Ray
the forward ray
- refRay: Ray
get Hierarchy Bounding Vectors
-
getHierarchyBoundingVectors(
includeDescendants?: boolean,
predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>,
): { max: Vector3; min: Vector3 }Return the minimum and maximum world vectors of the entire hierarchy under current node
Parameters
- includeDescendants: boolean = true
Include bounding info from descendants as well (true by default)
- predicate: Nullable<(abstractMesh: AbstractMesh) => boolean> = null
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
- includeDescendants: boolean = true
get Left Target
get Projection Matrix
-
Gets the current projection matrix of the camera.
Parameters
Optionalforce: booleanforces the camera to recompute the matrix without looking at the cached state
Returns Matrix
the projection matrix
get Right Target
get Scene
get Transformation Matrix
-
Gets the transformation matrix (ie. the multiplication of view by projection matrices)
Returns Matrix
a Matrix
get View Matrix
-
Gets the current view matrix of the camera.
Parameters
Optionalforce: booleanforces the camera to recompute the matrix without looking at the cached state
Returns Matrix
the view matrix
get World Matrix
has State Stored
-
Returns true if a state has been stored by calling storeState method.
Returns boolean
true if state has been stored.
is Active Mesh
-
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
- mesh: Mesh
is Completely In Frustum
-
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
- target: ICullable
is Descendant Of
-
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
- ancestor: Node
is Disposed
-
Gets a boolean indicating if the node has been disposed
Returns boolean
true if the node was disposed
is Enabled
-
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
- checkAncestors: boolean = true
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
Remarks
To observe changes to the value returned when calling this with
checkAncestorsset to true (the default, i.e. the effective enabled state), subscribe to onEffectiveEnabledStateChangedObservable. To observe changes to the value returned when calling this withcheckAncestorsset to false (i.e. this node's own enabled state only), subscribe to onEnabledStateChangedObservable. - checkAncestors: boolean = true
is In Frustum
-
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
- checkRigCameras: boolean = false
If the rig cameras should be checked (eg. with VR camera both eyes should be checked) (Default: false)
Returns boolean
true if the object is in frustum otherwise false
- target: ICullable
is Ready
-
Is this camera ready to be used/rendered
Parameters
- completeCheck: boolean = false
defines if a complete check (including post processes) has to be done (false by default)
Returns boolean
true if the camera is ready
- completeCheck: boolean = false
mark As Dirty
-
Flag the node as dirty (Forcing it to update everything)
Parameters
Optional_property: stringhelps children apply precise "dirtyfication"
Returns Node
this node
remove Behavior
restore State
-
Restored camera state. You must call storeState() first.
Returns boolean
true if restored and false otherwise
serialize
-
Serialiaze the camera setup to a json representation
Returns any
the JSON representation
serialize Animation Ranges
-
Serialize animation ranges into a JSON compatible object
Returns any
serialization object
set Enabled
-
Set the enabled state of this node
Parameters
- value: boolean
defines the new enabled state
Returns void
- value: boolean
set Focal Length
-
Sets the camera's field of view in radians based on the focal length and sensor size.
Parameters
- value: number
the focal length of the camera in mm.
- sensorSize: number = 36
the sensor width size of the camera in mm. (default is 36mm, which is a full frame sensor)
Returns void
- value: number
store State
to String
-
Gets a string representation of the camera useful for debug purpose.
Parameters
OptionalfullDetails: booleanDefines that a more verbose level of logging is required
Returns string
the string representation
unfreeze Projection Matrix
-
Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
Returns void
update
-
Update the camera state according to the different inputs gathered during the frame.
Returns void
update Fly To Destination
-
updateFlyToDestination(
targetYaw?: number,
targetPitch?: number,
targetRadius?: number,
targetCenter?: Vector3,
): Promise<void> | undefinedIf the camera is actively in flight, redirects it toward a new destination, using up the remaining duration from the original flyToAsync call. The redirect starts from the camera's current pose, so it stays smooth (no snap). If the camera is not currently in flight this is a no-op; start a new flight with flyToAsync instead.
Note: redirecting interrupts the in-flight animation, so the promise returned by the original flyToAsync call resolves early. Await the promise returned here to be notified when the redirected flight actually completes.
Any property left undefined is frozen at its current value (matching flyToAsync), it does not continue toward the original flight's destination for that property.
Parameters
OptionaltargetYaw: numberTarget yaw in radians, or undefined to freeze yaw at its current value.
OptionaltargetPitch: numberTarget pitch in radians, or undefined to freeze pitch at its current value.
OptionaltargetRadius: numberTarget radius (distance from the look-at center), or undefined to freeze radius at its current value.
OptionaltargetCenter: Vector3Target look-at center in scene coordinates, or undefined to freeze the center at its current value.
Returns Promise<void> | undefined
Promise that resolves when the redirected flight completes (or is interrupted), or undefined if the camera was not in flight.
zoom Along Look At
-
Zoom along the camera's lookAt direction
Parameters
- distance: number
The distance to zoom
Returns void
- distance: number
zoom To Point
-
Zoom towards a specific point on the globe
Parameters
- targetPoint: DeepImmutable<IVector3Like>
The point to zoom towards
- distance: number
The distance to move
Returns void
- targetPoint: DeepImmutable<IVector3Like>
StaticAdd Node Constructor
-
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
- type: string
StaticConstruct
StaticGet Constructor From Name
-
GetConstructorFromName(
type: string,
name: string,
scene: Scene,
interaxial_distance?: number,
isStereoscopicSideBySide?: boolean,
): () => CameraGets 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
- interaxial_distance: number = 0
In case of stereoscopic setup, the distance between both eyes
- isStereoscopicSideBySide: boolean = true
In case of stereoscopic setup, should the sereo be side b side
Returns () => Camera
a factory method to construct the camera
- type: string
Camera equipped to orbit a spherical planet centered at world origin