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


Accessors

cee.farPlane()

Returns the far clipping plane

Return type:

number

cee.fieldOfViewYDeg()

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

Returns undefined if parallel (orthographic) projection

Return type:

number

cee.frontPlaneFrustumHeight()

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

Return type:

number

cee.nearPlane()

Returns the near clipping plane

Return type:

number

cee.projectionType()

Returns the current projection type (perspective/ortho)

Return type:

ProjectionType

cee.viewMatrix()

Returns the current view matrix

Return type:

Mat4

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:

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:

Maps world (3d) coordinates to window coordinates

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:

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:

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

Return type:

void

unproject

Camera.unproject(coord)
Arguments:

Maps window coordinates to world (3d) coordinates

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:

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