API Docs for:

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

(
  • [owner]
  • [cfg]
)

Parameters:

  • [owner] Component optional

    Owner component. When destroyed, the owner will destroy this component as well. Creates this component within the default Scene when omitted.

  • [cfg] optional

    Configs

    • [id] String optional

      Optional ID, unique among all components in the parent scene, generated automatically when omitted.

    • [meta] String:Object optional

      Optional map of user-defined metadata to attach to this CameraControl.

    • [firstPerson=false] Boolean optional

      Whether or not this CameraControl is in "first person" mode.

    • [walking=false] Boolean optional

      Whether or not this CameraControl is in "walking" mode.

    • [keyboardLayout="qwerty"] String optional

      Keyboard layout.

    • [doublePickFlyTo=true] Boolean optional

      Whether to fly the camera to each Mesh that's double-clicked.

    • [active=true] Boolean optional

      Indicates whether or not this CameraControl is active.

    • [pivoting=false] Boolean optional

      When true, clicking on a Mesh and dragging will pivot the Camera about the picked point on the Mesh's surface.

    • [panToPointer=false] Boolean optional

      When true, mouse wheel when mouse is over a Mesh will zoom the Camera towards the hoveredd point on the Mesh's surface.

    • [panToPivot=false] Boolean optional

      TODO.

    • [inertia=0.5] Number optional

      A factor in range [0..1] indicating how much the camera keeps moving after you finish panning or rotating it.

Methods

create

(
  • [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] optional

    Configuration 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

(
  • 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 String

    The message to log

fire

(
  • event
  • value
  • [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 String

    The event type name

  • value Object

    The event parameters

  • [forget=false] Boolean optional

    When true, does not retain for subsequent subscribers

hasSubs

(
  • event
)
Boolean

Returns true if there are any subscribers to the given event on this component.

Parameters:

  • event String

    The event

Returns:

Boolean:

True if there are any subscribers to the given event on this component.

isType

(
  • type
)
Boolean

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 | Function

    Component type to compare with, eg "xeogl.PhongMaterial", or a xeogl component constructor.

Returns:

Boolean:

True if this component is of given type or is subclass of the given type.

log

(
  • message
)

Logs a console debugging message for this component.

The console message will have this format: [LOG] [<component type> <component id>: <message>

Also fires the message as a log event on the parent Scene.

Parameters:

  • message String

    The message to log

off

(
  • subId
)

Cancels an event subscription that was previously made with Component#on() or Component#once().

Parameters:

  • subId String

    Publication subId

on

(
  • event
  • callback
  • [scope=this]
)
String

Subscribes to an event on this component.

The callback is be called with this component as scope.

Parameters:

  • event String

    The event

  • callback Function

    Called fired on the event

  • [scope=this] Object optional

    Scope for the callback

Returns:

String:

Handle to the subscription, which may be used to unsubscribe with {@link #off}.

once

(
  • event
  • callback
  • [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 String

    Data event to listen to

  • callback Function(data)

    Called when fresh data is available at the event

  • [scope=this] Object optional

    Scope for the callback

warn

(
  • message
)

Logs a warning for this component to the JavaScript console.

The console message will have this format: [WARN] [<component type> =<component id>: <message>

Also fires the message as a warn event on the parent Scene.

Parameters:

  • message String

    The message to log

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

id

String final

Unique ID for this Component within its parent Scene.

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"

metadata

Object

Arbitrary, user-defined metadata on this component.

model

Model final

The Model which contains this Component, if any.

Will be null if this Component is not in a Model.

panToPivot

Boolean

When true, mouse wheel when mouse is over a Mesh will zoom the Camera towards the pivot point.

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

scene

Scene final

The parent Scene that contains this Component.

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:

hoverOut

Fired whenever the pointer no longer hovers over an Mesh.

Event Payload:

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:

  • 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:

  • 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}}.