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.
Methods
Accessors
- cee.Camera.farPlane
Returns the far clipping plane
- cee.Camera.fieldOfViewYDeg
Returns the total field of view in the Y direction in degrees.
Returns undefined if parallel (orthographic) projection
- cee.Camera.frontPlaneFrustumHeight
Get height of the view frustum in the front plane in world coordinates.
- cee.Camera.nearPlane
Returns the near clipping plane
- cee.Camera.projectionType
Returns the current projection type (perspective/ortho)
- cee.Camera.viewMatrix
Returns the current view matrix
Methods
computeFitViewEyePosition
- cee.Camera.computeFitViewEyePosition(boundingBox, dir, up, coverageFactor)
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.
- Arguments
boundingBox (
cee.BoundingBox
) –dir (
cee.Vec3
) –up (
cee.Vec3
) –coverageFactor (
number
) –
- Return type
cee.Vec3
disableAutoClip
- cee.Camera.disableAutoClip()
Disables the auto clipping feature
- Return type
void
enableAutoClipFixedNearDistance
- cee.Camera.enableAutoClipFixedNearDistance(fixedNearDistance)
Enables the auto clipping feature and sets a fixed near distance
- Arguments
fixedNearDistance (
number
) –
- Return type
void
enableAutoClipMinimumNearDistance
- cee.Camera.enableAutoClipMinimumNearDistance(minNearDistance)
Enables the auto clipping feature and sets a minimum near distance
- Arguments
minNearDistance (
number
) –
- Return type
void
fitView
- cee.Camera.fitView(boundingBox, dir, up, coverageFactor)
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).
- Arguments
boundingBox (
cee.BoundingBox
) –dir (
cee.Vec3Like
) –up (
cee.Vec3Like
) –coverageFactor (
number
) –
- Return type
void
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.
fitViewOrtho
- cee.Camera.fitViewOrtho(boundingBox, eyeDist, dir, up, coverageFactor)
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’.
- Arguments
boundingBox (
cee.BoundingBox
) –eyeDist (
number
) –dir (
cee.Vec3Like
) –up (
cee.Vec3Like
) –coverageFactor (
number
) –
- Return type
void
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.
getDirection
- cee.Camera.getDirection()
Returns camera’s forward direction vector. The returned vector is normalized.
- Return type
cee.Vec3
getPosition
- cee.Camera.getPosition()
Returns the camera’s position (eye point)
- Return type
cee.Vec3
getUp
- cee.Camera.getUp()
Returns the camera’s up vector. The returned vector is normalized.
- Return type
cee.Vec3
project
- cee.Camera.project(point)
Maps world (3d) coordinates to window coordinates
- Arguments
point (
cee.Vec3Like
) –
- Return type
{ }
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.
setClipPlanesFromBoundingBox
- cee.Camera.setClipPlanesFromBoundingBox(boundingBox, minNearPlaneDistance)
Sets the front and back clipping planes close to the given bounding box
- Arguments
boundingBox (
cee.BoundingBox
) –minNearPlaneDistance (
number
) –
- Return type
void
setFromLookAt
- cee.Camera.setFromLookAt(eye, center, up)
Sets the view matrix from the standard OpenGL ‘lookat’ (eye, center, vup) specification.
- Arguments
eye (
cee.Vec3Like
) –center (
cee.Vec3Like
) –up (
cee.Vec3Like
) –
- Return type
void
View direction will be (center - eye). Center is not stored in this class.
setProjectionAsOrtho
- cee.Camera.setProjectionAsOrtho(height, nearPlane, farPlane)
Sets up a orthographic (parallel) projection.
- Arguments
height (
number
) –nearPlane (
number
) –farPlane (
number
) –
- Return type
void
The height parameter is the height of the frustum. A good default is the length of the extent of the current bounding box.
setProjectionAsPerspective
- cee.Camera.setProjectionAsPerspective(fieldOfViewYDeg, nearPlane, farPlane)
Sets up a perspective projection.
- Arguments
fieldOfViewYDeg (
number
) –nearPlane (
number
) –farPlane (
number
) –
- Return type
void
The fieldOfViewYDeg parameter is the total field of view angle (in degrees) in the Y direction. Works similar to gluPerspective().
setViewChangeHandler
- cee.Camera.setViewChangeHandler(handler, waitForIdle)
Sets a handler to be invoked each time the camera view changes
- Arguments
handler (
cee.CameraViewChangeHandler
) – The handler to invoke on changewaitForIdle (
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.
- Return type
void
setViewMatrix
setViewpoint
- cee.Camera.setViewpoint(eye, direction, up)
Sets the viewpoint from the eye point position, direction and up vectors.
- Arguments
eye (
cee.Vec3Like
) –direction (
cee.Vec3Like
) –up (
cee.Vec3Like
) –
- Return type
void
unproject
- cee.Camera.unproject(coord)
Maps window coordinates to world (3d) coordinates
- Arguments
coord (
cee.Vec3Like
) –
- Return type
cee.Vec3
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
zoomToBoundingBox
- cee.Camera.zoomToBoundingBox(boundingBox)
Zoom in/out so the given bounding box will fill the view.
- Arguments
boundingBox (
cee.BoundingBox
) –
- Return type
void
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.