API Docs for: 1.0.0

CameraPathAnimation

Extends Component
Module: animation
Parent Module: xeogl

A CameraPathAnimation animates a Camera along a CameraPath.

Overview

Examples

Usage

1. Interpolating a Camera along a path

In this example we'll use the CameraPathAnimation's play method to smoothly interpolate the default Camera along a CameraPath:

// Load a model from glTF

var gearbox = new xeogl.GLTFModel({
        src: "models/gltf/GearboxAssy/glTF/GearboxAssy.gltf"
});

// Define a CameraPath

var cameraPath = new xeogl.CameraPath({
    frames: [
        {t: 0, eye: [184.21, 10.54, -7.03], look: [159.2, 17.02, 3.21], up: [-0.15, 0.97, 0.13]},
        {t: 1, eye: [184.91, 10.10, -11.26], look: [171.03, 13.69, -5.57], up: [-0.15, 0.97, 0.12]},
        {t: 2, eye: [181.37, 12.35, -16.93], look: [171.03, 13.69, -5.57], up: [-0.17, 0.93, 0.28]},
        {t: 2, eye: [174.01, 13.55, -20.70], look: [171.03, 13.69, -5.57], up: [-0.01, 0.90, 0.40]},
        {t: 4, eye: [166.48, 14.36, -20.30], look: [171.03, 13.69, -5.57], up: [0.19, 0.88, 0.40]},
        {t: 5, eye: [160.32, 14.69, -16.63], look: [171.03, 13.69, -5.57], up: [0.36, 0.87, 0.29]},
        {t: 6, eye: [156.67, 17.97, -4.77], look: [162.53, 17.42, 1.28], up: [0.36, 0.87, 0.29]},
        {t: 7, eye: [151.14, 16.68, -10.04], look: [158.94, 15.95, -1.99], up: [0.36, 0.87, 0.29]},
        {t: 8, eye: [146.26, 17.56, -4.77], look: [152.13, 17.05, 1.28], up: [0.36, 0.87, 0.28]},
        {t: 9, eye: [137.26, 18.36, -9.65], look: [149.76, 17.27, 3.24], up: [0.36, 0.87, 0.28]},
        {t: 10, eye: [139.04, 18.29, -11.17], look: [149.76, 17.27, 3.24], up: [0.32, 0.87, 0.33]},
        {t: 11, eye: [140.66, 18.13, -12.26], look: [149.76, 17.27, 3.24], up: [0.28, 0.87, 0.35]},
        {t: 12, eye: [147.18, 17.66, -14.56], look: [149.76, 17.27, 3.24], up: [0.12, 0.89, 0.41]},
        {t: 13, eye: [158.05, 16.33, -12.69], look: [149.76, 17.27, 3.24], up: [-0.11, 0.91, 0.34]},
        {t: 14, eye: [150.11, 13.26, -6.69], look: [147.95, 13.50, -2.52], up: [-0.11, 0.91, 0.34]},
        {t: 15, eye: [149.27, 13.00, -3.34], look: [148.72, 13.05, -2.29], up: [-0.11, 0.91, 0.35]},
        {t: 16, eye: [152.62, 11.65, -4.87], look: [148.47, 12.08, 3.08], up: [-0.11, 0.91, 0.35]},
        {t: 17, eye: [153.35, 12.24, -1.84], look: [148.69, 12.72, 7.01], up: [-0.11, 0.91, 0.35]},
        {t: 18, eye: [156.49, 12.11, 0.74], look: [148.69, 12.72, 7.012], up: [-0.23, 0.92, 0.26]},
        {t: 19, eye: [158.52, 11.98, 5.21], look: [148.69, 12.72, 7.01], up: [-0.32, 0.92, 0.12]},
        {t: 20, eye: [158.60, 11.50, 7.91], look: [148.69, 12.72, 7.01], up: [-0.30, 0.94, 0.035]},
        {t: 21, eye: [157.60, 11.76, 11.51], look: [148.69, 12.72, 7.01], up: [-0.31, 0.93, -0.089]},
        {t: 22, eye: [152.67, 18.35, 14.29], look: [148.69, 12.72, 7.01], up: [-0.46, 0.51, -0.70]},
        {t: 23, eye: [148.79, 21.67, 11.52], look: [148.69, 12.72, 7.01], up: [-0.15, 0.036, -0.97]},
        {t: 24, eye: [147.11, 22.40, 9.07], look: [148.69, 12.72, 7.01], up: [0.38, -0.16, -0.89]},
        {t: 25, eye: [144.80, 21.92, 6.23], look: [148.69, 12.72, 7.01], up: [0.98, -0.02, 0.03]},
        {t: 26, eye: [144.11, 20.18, 2.13], look: [148.69, 12.72, 7.01], up: [0.71, 0.29, 0.62]},
        {t: 27, eye: [145.87, 17.37, -1.40], look: [148.69, 12.72, 7.01], up: [0.31, 0.60, 0.71]},
        {t: 28, eye: [144.37, 19.17, -7.33], look: [146.13, 16.27, -2.08], up: [0.31, 0.60, 0.71]},
        {t: 29, eye: [142.54, 21.91, -17.26], look: [146.89, 14.81, -4.28], up: [0.31, 0.60, 0.71]}
    ]
});

// Once the model has loaded, animate the
// (default Scene's default Camera) along the CameraPath

var cameraPathAnimation = new xeogl.CameraPathAnimation({
    cameraPath: cameraPath
});

gearbox.on("loaded", function () {
    cameraPathAnimation.play();
});


2. Flying directly to each frame on a path

In this example, we'll use the CameraPathAnimation's flyToFrame method to fly the Camera directly to each frame on the CameraPath:

var i = 0;
var dir = 1;

gearbox.on("loaded", function () {
    function nextFrame() {
        cameraPathAnimation.flyToFrame(i += dir, function() { setTimeout(nextFrame, 1000); });

        if (i <= 0 || i >= 29) {
            dir = -dir;
        }
    }
    nextFrame();
});


3. Jumping directly to each frame on a path

In this example, we'll use the CameraPathAnimation's scrubToFrame method to jump the Camera directly to each frame on the CameraPath:

var i = 0;
var dir = 1;

gearbox.on("loaded", function () {
    function nextFrame() {
        cameraPathAnimation.scrubToFrame(i += dir);

        if (i <= 0 || i >= 29) {
            dir = -dir;
        }
        setTimeout(nextFrame, 1000);
    }
    nextFrame();
});

Constructor

CameraPathAnimation

(
  • [scene]
  • [cfg]
)

Parameters:

  • [scene] Scene optional

    Parent Scene.

  • [cfg] optional

    Configuration

    • [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 CameraPathAnimation.

    • [camera] Number | String | Camera optional

      ID or instance of a Camera to control. Must be within the same Scene as CameraPathAnimation. Defaults to the parent Scene's default instance, camera.

    • [cameraPath] Number | String | CameraPath optional

      ID or instance of a CameraPath to animate the Camera along. Must be within the same Scene as CameraPathAnimation. Defaults to the parent Scene's default instance, camera.

Methods

create

(
  • [cfg]
  • [instanceId]
)

Convenience method for creating a Component within this Component's Scene.

You would typically use this method to conveniently instantiate components that you'd want to share (ie. "instance") among your Entities.

The method is given a component type, configuration and optional instance ID, like so:

var material = myComponent.create({
     type: "xeogl.PhongMaterial",
     diffuse: [1,0,0],
     specular: [1,1,0]
}, "myMaterial");

The first time you call this method for the given type and instanceId, this method will create the PhongMaterial, passing the given attributes to the component's constructor.

If you call this method again, specifying the same type and instanceId, the method will return the same component instance that it returned the first time, and will ignore the new configuration:

var material2 = component.create({ type: "xeogl.PhongMaterial", specular: [1,1,0] }, "myMaterial");

So in this example, our PhongMaterial will continue to have the red specular and diffuse color that we specified the first time.

Each time you call this method with the same type and instanceId, the Scene will internally increment a reference count for the component instance.

Parameters:

  • [cfg] optional

    Configuration for the component instance - only used if this is the first time you are getting the component, ignored when reusing an existing instance.

  • [instanceId] String | Number optional

    Identifies the shared component instance. Note that this is not used as the ID of the component - you can specify the component ID in the cfg parameter.

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

flyToFrame

(
  • frameIdx
  • [ok]
)

Flies this CameraPathAnimation's Camera to the time at the given frame.

Parameters:

  • frameIdx Number

    Index of the frame to play to.

  • [ok] Function optional

    Callback to fire when playing is complete.

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 superTypes, 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.Entity); // Returns false, because xeogl.Rotate does not (even indirectly) extend xeogl.Entity

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

(
  • handle
)

Cancels an event subscription that was previously made with on or once.

Parameters:

  • handle String

    Publication handle

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 handled.

This is equivalent to calling on, and then calling 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

play

()

Begins playing this CameraPathAnimation from the current time.

playToFrame

(
  • frameIdx
)

Begins playing this CameraPathAnimation from the current time to the time at the given frame.

Parameters:

  • frameIdx Number

    Index of the frame to play to.

playToT

(
  • t
)

Begins playing this CameraPathAnimation from the current time to the given time.

Parameters:

  • t Number

    Time instant.

scrubToFrame

(
  • frameIdx
)

Scrubs this CameraPathAnimation to the given frame.

Parameters:

  • frameIdx Number

    Index of the frame to scrub to.

scrubToT

(
  • t
)

Scrubs (sets) this CameraPathAnimation to the the given time.

Parameters:

  • t Number

    Time instant.

stop

()

Stops playing this CameraPathAnimation.

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

camera

Camera

The Camera for this CameraPathAnimation.

When set to a null or undefined value, will default to the parent Scene's default camera.

Fires a camera event on change.

cameraPath

CameraPath

The CameraPath for this CameraPathAnimation.

Fires a CameraPathAnimation/cameraPath:event event on change.

destroyed

Boolean

True as soon as this Component has been destroyed

id

String final

Unique ID for this Component within its parent Scene.

isDefault

Boolean

Indicates whether this is one of the Scene's built-in Components.

json

JSON final

JSON object containing the state of this Component.

metadata

Object

Arbitrary, user-defined metadata on this component.

rate

Number

The rate at which this CameraPathAnimation plays.

scene

Scene final

The parent Scene that contains this Component.

string

String final

Inherited from Component but overwritten in src/component.js:1065

String containing the serialized JSON state of this Component.

superTypes

Array of String final

An array of strings that indicates the chain of super-types within this component's inheritance hierarchy.

For example, if this component is a Rotate, which extends Transform, which in turn extends Component, then this property will have the value:

["xeogl.Component", "xeogl.Transform"]
                    

Note that the chain is ordered downwards in the hierarchy, ie. from super-class down towards sub-class.

type

String final

JavaScript class name for this Component.

Events

camera

Fired whenever this CameraPathAnimation's camera property changes.

Event Payload:

  • value Object

    The property's new value

destroyed

Fired when this Component is destroyed.