CameraControl
Rotates, pans and zooms the Scene's Camera with keyboard, mouse and touch input.
CameraControl fires these events:
- "hover" - Hover enters a new object
- "hoverSurface" - Hover continues over an object surface - fired continuously as mouse moves over an object
- "hoverLeave" - Hover has left the last object we were hovering over
- "hoverOff" - Hover continues over empty space - fired continuously as mouse moves over nothing
- "picked" - Clicked or tapped object
- "pickedSurface" - Clicked or tapped object, with event containing surface intersection details
- "doublePicked" - Double-clicked or double-tapped object
- "doublePickedSurface" - Double-clicked or double-tapped object, with event containing surface intersection details
- "pickedNothing" - Clicked or tapped, but not on any objects
- "doublePickedNothing" - Double-clicked or double-tapped, but not on any objects
CameraControl only fires "hover" events when the mouse is up.
For efficiency, CameraControl only does surface intersection picking when you subscribe to "doublePicked" and "doublePickedSurface" events. Therefore, only subscribe to those when you're OK with the overhead incurred by the surface intersection tests.
Panning
Rotating
Pivoting
Zooming
Events
Activating and deactivating
Inertia
First person
Zoom to pointer
TODO: describe only works for first-person TODO: make configurable?
Keyboard layout
Fly-to
Constructor
CameraControl
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[owner]
-
[cfg]
Parameters:
-
[owner]
Component optionalOwner component. When destroyed, the owner will destroy this component as well. Creates this component within the default Scene when omitted.
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[cfg]
optionalConfigs
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[id]
String optionalOptional ID, unique among all components in the parent scene, generated automatically when omitted.
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[meta]
String:Object optionalOptional map of user-defined metadata to attach to this CameraControl.
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[firstPerson=false]
Boolean optionalWhether or not this CameraControl is in "first person" mode.
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[walking=false]
Boolean optionalWhether or not this CameraControl is in "walking" mode.
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[keyboardLayout="qwerty"]
String optionalKeyboard layout.
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[doublePickFlyTo=true]
Boolean optionalWhether to fly the camera to each Mesh that's double-clicked.
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[active=true]
Boolean optionalIndicates whether or not this CameraControl is active.
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[pivoting=false]
Boolean optional -
[panToPointer=false]
Boolean optional -
[panToPivot=false]
Boolean optionalTODO.
-
[inertia=0.5]
Number optionalA factor in range [0..1] indicating how much the camera keeps moving after you finish panning or rotating it.
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Index
Properties
Methods
create
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[cfg]
Convenience method for creating a Component within this Component's Scene.
The method is given a component configuration, like so:
var material = myComponent.create({
type: "xeogl.PhongMaterial",
diffuse: [1,0,0],
specular: [1,1,0]
}, "myMaterial");
Parameters:
-
[cfg]
optionalConfiguration for the component instance.
Returns:
destroy
()
Destroys this component.
Fires a destroyed event on this Component.
Automatically disassociates this component from other components, causing them to fall back on any defaults that this component overrode on them.
TODO: describe effect with respect to #create
error
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message
Logs an error for this component to the JavaScript console.
The console message will have this format: [ERROR] [<component type> =<component id>: <message>
Also fires the message as an error event on the parent Scene.
Parameters:
-
message
StringThe message to log
fire
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event
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value
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[forget=false]
Fires an event on this component.
Notifies existing subscribers to the event, optionally retains the event to give to any subsequent notifications on the event as they are made.
Parameters:
-
event
StringThe event type name
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value
ObjectThe event parameters
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[forget=false]
Boolean optionalWhen true, does not retain for subsequent subscribers
hasSubs
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event
Returns true if there are any subscribers to the given event on this component.
Parameters:
-
event
StringThe event
Returns:
True if there are any subscribers to the given event on this component.
isType
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type
Tests if this component is of the given type, or is a subclass of the given type.
The type may be given as either a string or a component constructor.
This method works by walking up the inheritance type chain, which this component provides in property Component/superTypes:property, returning true as soon as one of the type strings in the chain matches the given type, of false if none match.
Examples:
var myRotate = new xeogl.Rotate({ ... });
myRotate.isType(xeogl.Component); // Returns true for all xeogl components
myRotate.isType("xeogl.Component"); // Returns true for all xeogl components
myRotate.isType(xeogl.Rotate); // Returns true
myRotate.isType(xeogl.Transform); // Returns true
myRotate.isType("xeogl.Transform"); // Returns true
myRotate.isType(xeogl.Mesh); // Returns false, because xeogl.Rotate does not (even indirectly) extend xeogl.Mesh
Parameters:
-
type
String | FunctionComponent type to compare with, eg "xeogl.PhongMaterial", or a xeogl component constructor.
Returns:
True if this component is of given type or is subclass of the given type.
log
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message
Logs a console debugging message for this component.
The console message will have this format: [LOG] [<component type> <component id>: <message>
Parameters:
-
message
StringThe message to log
off
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subId
Cancels an event subscription that was previously made with Component#on() or Component#once().
Parameters:
-
subId
StringPublication subId
on
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event
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callback
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[scope=this]
Subscribes to an event on this component.
The callback is be called with this component as scope.
Parameters:
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event
StringThe event
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callback
FunctionCalled fired on the event
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[scope=this]
Object optionalScope for the callback
Returns:
Handle to the subscription, which may be used to unsubscribe with {@link #off}.
once
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event
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callback
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[scope=this]
Subscribes to the next occurrence of the given event, then un-subscribes as soon as the event is subIdd.
This is equivalent to calling Component#on(), and then calling Component#off() inside the callback function.
Parameters:
-
event
StringData event to listen to
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callback
Function(data)Called when fresh data is available at the event
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[scope=this]
Object optionalScope for the callback
Properties
active
Boolean
Indicates whether this CameraControl is active or not.
Default: true
destroyed
Boolean
True as soon as this Component has been destroyed
doublePickFlyTo
Boolean
TODO
Default: true
firstPerson
Boolean
Indicates whether this CameraControl is in "first person" mode.
In "first person" mode (disabled by default) the look position rotates about the eye position. Otherwise, the eye rotates about the look.
Default: false
inertia
Number
Factor in range [0..1] indicating how much the camera keeps moving after you finish panning or rotating it.
A value of 0.0 causes it to immediately stop, 0.5 causes its movement to decay 50% on each tick, while 1.0 causes no decay, allowing it continue moving, by the current rate of pan or rotation.
You may choose an inertia of zero when you want be able to precisely position or rotate the camera, without interference from inertia. ero inertia can also mean that less frames are rendered while you are positioning the camera.
Default: 0.5
keyboardLayout
String
TODO
Default: "qwerty"
model
Model
final
The Model which contains this Component, if any.
Will be null if this Component is not in a Model.
panToPivot
Boolean
Default: false
panToPointer
Boolean
When true, mouse wheel when mouse is over a Mesh will zoom the Camera towards the hovered point on the Mesh's surface.
Default: false
pivoting
Boolean
When true, clicking on a Mesh and dragging will pivot the Camera about the picked point on the Mesh's surface.
Default: false
type
String
final
JavaScript class name for this Component.
For example: "xeogl.AmbientLight", "xeogl.MetallicMaterial" etc.
walking
Boolean
Indicates whether this CameraControl is in "walking" mode.
When set true, this constrains eye movement to the horizontal X-Z plane. When doing a walkthrough, this is useful to allow us to look upwards or downwards as we move, while keeping us moving in the horizontal plane.
This only has an effect when also in "first person" mode.
Default: false
Events
destroyed
Fired when this Component is destroyed.
doublePickedNothing
Fired when the pointer attempted a double-pick (ie. double-clicked or double-tapped), but has hit nothing.
doublePickedSurface
Fired when the pointer has double-picked (ie. double-clicked or double-tapped) the surface of an Mesh.
This event provides 3D information about the point on the surface that the pointer has picked.
Event Payload:
-
hit
#crossLink "Scene/pick:method"A surface pick hit result, containing the ID of the Mesh and 3D info on the surface possition - see }Scene#pick(){{/crossLink}}.
hover
Fired continuously while the pointer is moving while hovering over an Mesh.
Event Payload:
-
hit
#crossLink "Scene/pick:method"A pick hit result containing the ID of the Mesh - see }Scene#pick(){{/crossLink}}.
hoverEnter
Fired when the pointer is over a new Mesh.
Event Payload:
-
hit
#crossLink "Scene/pick:method"A pick hit result containing the ID of the Mesh - see }Scene#pick(){{/crossLink}}.
hoverOff
Fired continuously while the pointer is moving but not hovering over anything.
hoverOut
Fired whenever the pointer no longer hovers over an Mesh.
Event Payload:
-
mesh
ObjectThe Mesh
hoverOut
Fired whenever the pointer no longer hovers over an Mesh.
Event Payload:
-
mesh
ObjectThe Mesh
hoverSurface
Fired while the pointer hovers over the surface of an Mesh.
This event provides 3D information about the point on the surface that the pointer is hovering over.
Event Payload:
-
hit
#crossLink "Scene/pick:method"A surface pick hit result, containing the ID of the Mesh and 3D info on the surface position - see }Scene#pick(){{/crossLink}}.
picked
Fired whenever the pointer has double-picked (ie. double-clicked or double-tapped) an Mesh.
Event Payload:
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hit
#crossLink "Scene/pick:method"A surface pick hit result containing the ID of the Mesh - see }Scene#pick(){{/crossLink}}.
picked
Fired whenever the pointer has picked (ie. clicked or tapped) an Mesh.
Event Payload:
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hit
#crossLink "Scene/pick:method"A surface pick hit result containing the ID of the Mesh - see }Scene#pick(){{/crossLink}}.
pickedNothing
Fired when the pointer attempted a pick (ie. clicked or tapped), but has hit nothing.
pickedSurface
Fired when the pointer has picked (ie. clicked or tapped) the surface of an Mesh.
This event provides 3D information about the point on the surface that the pointer has picked.
Event Payload:
-
hit
#crossLink "Scene/pick:method"A surface pick hit result, containing the ID of the Mesh and 3D info on the surface possition - see }Scene#pick(){{/crossLink}}.