# Camera

class `cee.``Camera`()

  Camera settings (view point and projection) for a View.

  Use this class to get a View’s current eye point, view direction and up vector.

  Setup the camera by providing the eye, view reference point (center) and up vector to `setFromLookAt`.

  You can also use this class to setup the projection and control the front and back clipping planes.

  You can access a View’s camera with the `View.camera` property.

Accessors

- `farPlane`
- `fieldOfViewYDeg`
- `frontPlaneFrustumHeight`
- `nearPlane`
- `projectionType`
- `viewMatrix`
- `viewport`

Methods

- `applyCameraConfig`
- `computeFitViewEyePosition`
- `disableAutoClip`
- `enableAutoClipFixedNearDistance`
- `enableAutoClipMinimumNearDistance`
- `fitView`
- `fitViewOrtho`
- `getDirection`
- `getPosition`
- `getUp`
- `project`
- `resetCamera`
- `setClipPlanesFromBoundingBox`
- `setFromLookAt`
- `setProjectionAsOrtho`
- `setProjectionAsPerspective`
- `setViewChangeHandler`
- `setViewMatrix`
- `setViewpoint`
- `unproject`
- `zoomToBoundingBox`

## Accessors

`Camera.``farPlane`()

  Returns the far clipping plane

  Return type: | number

`Camera.``fieldOfViewYDeg`()

  Returns the total field of view in the Y direction in degrees.

  Returns undefined if parallel (orthographic) projection

  Return type: | number

`Camera.``frontPlaneFrustumHeight`()

  Get height of the view frustum in the front plane in world coordinates.

  Return type: | number

`Camera.``nearPlane`()

  Returns the near clipping plane

  Return type: | number

`Camera.``projectionType`()

  Returns the current projection type (perspective/ortho)

  Return type: | ProjectionType

`Camera.``viewMatrix`()

  Returns the current view matrix

  Return type: | Mat4

`Camera.``viewport`()

  Returns the viewport of the camera

  Return type: | function

## Methods

### applyCameraConfig

`Camera.``applyCameraConfig`(config, allowChangeOfProjectionType)

  Arguments: | config (`CameraConfig`) – None allowChangeOfProjectionType (`boolean`) – None

  Helper that applies a camera config to the camera

  Return type: | void

### computeFitViewEyePosition

`Camera.``computeFitViewEyePosition`(boundingBox, dir, up, coverageFactor)

  Arguments: | boundingBox (`BoundingBox`) – None dir (`Vec3`) – None up (`Vec3`) – None coverageFactor (`number`) – None

  Calculate the camera position required to fit the given bounding box in the view when the camera is orientated with the given direction and up vectors.

  Return type: | Vec3

### disableAutoClip

`Camera.``disableAutoClip`()

  Disables the auto clipping feature

  Return type: | void

### enableAutoClipFixedNearDistance

`Camera.``enableAutoClipFixedNearDistance`(fixedNearDistance)

  Arguments: | fixedNearDistance (`number`) – None

  Enables the auto clipping feature and sets a fixed near distance

  Return type: | void

### enableAutoClipMinimumNearDistance

`Camera.``enableAutoClipMinimumNearDistance`(minNearDistance)

  Arguments: | minNearDistance (`number`) – None

  Enables the auto clipping feature and sets a minimum near distance

  Return type: | void

### fitView

`Camera.``fitView`(boundingBox, dir, up, coverageFactor)

  Arguments: | boundingBox (`BoundingBox`) – None dir (`Vec3Like`) – None up (`Vec3Like`) – None coverageFactor (`number`) – None

  Sets up the view to contain the passed bounding box, with the camera looking from the given direction (dir) and with the given up vector (up).

  The passed boundingBox should be the bounding box of the object/model you would like to fit the view to.

  The relativeDistance parameter specifies the distance from the camera to the center of the bounding box.

  Note: This only works for perspective projection. For orthographic (parallel) projections, use the fitViewOrtho method.

  Return type: | void

### fitViewOrtho

`Camera.``fitViewOrtho`(boundingBox, eyeDist, dir, up, coverageFactor)

  Arguments: | boundingBox (`BoundingBox`) – None eyeDist (`number`) – None dir (`Vec3Like`) – None up (`Vec3Like`) – None coverageFactor (`number`) – None

  Sets up the view to contain the passed bounding box, with the camera looking from the given direction ‘dir’, at the give distance ‘eyeDist’ and with the given up vector ‘up’.

  We recommend to set the ‘eyeDist’ to boundingBox.radius()*2.0

  The passed boundingBox should be the bounding box of the object/model you would like to fit the view to.

  Note: This only works for orthographic (parallel) projection. For perspective projections, use the fitView method.

  Return type: | void

### getDirection

`Camera.``getDirection`()

  Returns camera’s forward direction vector. The returned vector is normalized.

  Return type: | Vec3

### getPosition

`Camera.``getPosition`()

  Returns the camera’s position (eye point)

  Return type: | Vec3

### getUp

`Camera.``getUp`()

  Returns the camera’s up vector. The returned vector is normalized.

  Return type: | Vec3

### project

`Camera.``project`(point)

  Arguments: | point (`Vec3Like`) – None

  Maps world (3d) coordinates to window coordinates

  Returns null if the specified point cannot be projected.

  The returned window coordinates ‘out’ are in WebGL/OpenGL style coordinates, which means a right handed coordinate system with the origin in the lower left corner of the window.

  OpenGL like project.

  Return type: | Vec3

### resetCamera

`Camera.``resetCamera`()

  Resets the camera to its initial state as it appeared upon creation of its containing view

  Return type: | void

### setClipPlanesFromBoundingBox

`Camera.``setClipPlanesFromBoundingBox`(boundingBox, minNearPlaneDistance)

  Arguments: | boundingBox (`BoundingBox`) – None minNearPlaneDistance (`number`) – None

  Sets the front and back clipping planes close to the given bounding box

  Return type: | void

### setFromLookAt

`Camera.``setFromLookAt`(eye, center, up)

  Arguments: | eye (`Vec3Like`) – None center (`Vec3Like`) – None up (`Vec3Like`) – None

  Sets the view matrix from the standard OpenGL ‘lookat’ (eye, center, vup) specification.

  View direction will be (center - eye). Center is not stored in this class.

  Return type: | void

### setProjectionAsOrtho

`Camera.``setProjectionAsOrtho`(height, nearPlane, farPlane)

  Arguments: | height (`number`) – None nearPlane (`number`) – None farPlane (`number`) – None

  Sets up an orthographic (parallel) projection.

  The height parameter is the height of the frustum. A good default is the length of the extent of the current bounding box.

  Return type: | void

### setProjectionAsPerspective

`Camera.``setProjectionAsPerspective`(fieldOfViewYDeg, nearPlane, farPlane)

  Arguments: | fieldOfViewYDeg (`number`) – None nearPlane (`number`) – None farPlane (`number`) – None

  Sets up a perspective projection.

  The fieldOfViewYDeg parameter is the total field of view angle (in degrees) in the Y direction. Works similar to gluPerspective().

  Return type: | void

### setViewChangeHandler

`Camera.``setViewChangeHandler`(handler, waitForIdle)

  Arguments: | handler (`CameraViewChangeHandler`) – The handler to invoke on change waitForIdle (`boolean`) – If true, the handler will only be invoked after any ongoing mouse operations or camera animations have completed. Note that setting this to false will result in a large number of handler invocations, while setting this to true and then starting a never-ending camera animation will result in no invocations.

  Sets a handler to be invoked each time the camera view changes

  Return type: | void

### setViewMatrix

`Camera.``setViewMatrix`(viewMatrix)

  Arguments: | viewMatrix (`Mat4`) – None

  Sets the view matrix of the camera.

  Return type: | void

### setViewpoint

`Camera.``setViewpoint`(eye, direction, up)

  Arguments: | eye (`Vec3Like`) – None direction (`Vec3Like`) – None up (`Vec3Like`) – None

  Sets the viewpoint from the eye point position, direction and up vectors.

  Return type: | void

### unproject

`Camera.``unproject`(coord)

  Arguments: | coord (`Vec3Like`) – None

  Maps window coordinates to world (3d) coordinates

  Returns null if the specified coordinate cannot be unprojected.

  The input (window) coordinates ‘coord’ must be specified in WebGL/OpenGL style coordinates, which means a right handed coordinate system with the origin in the lower left corner of the window.

  OpenGL like unproject.

  Use `Viewer.oglWinPosFromClientCoord` to convert client coordinates into WebGL style coordinates

  Return type: | Vec3

### zoomToBoundingBox

`Camera.``zoomToBoundingBox`(boundingBox)

  Arguments: | boundingBox (`BoundingBox`) – None

  Zoom in/out so the given bounding box will fill the view.

  This is done without changing the current camera position. It works for both for PERSPECTIVE and ORTHO projection types.

  Note: Works best with ZOOM navigation. Combining zoom (changing FOV) and walk navigation can give distorted views.

  Return type: | void

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