The 3D position that the camera is looking from, in world coordinates.
The 3D position that the camera is looking from, in world coordinates. This one is a shape instead of a Vector3, so it can easily be transformed to other references.
The world distance from the eye
to the far clipping plane.
Points that fall outside of the near/far interval, are clipped.
By default, this gets updated automatically on a 3D Map, to keep the earth's surface visible.
See WebGLMap.adjustDepthRange for more information.
The 3D direction the camera is looking in, in world coordinates. The combination of the forward and up vector determines the orientation of the camera. in world space.
The height, in pixels, of the camera's viewport.
The world distance from the eye
to the near clipping plane.
Points that fall outside of the near/far interval, are clipped.
By default, this gets updated automatically on a 3D Map, to keep the earth's surface visible.
See WebGLMap.adjustDepthRange for more information.
Note that the near plane distance can be negative.
The 3D direction that indicates the 'up' direction of the camera, in world coordinates. The combination of the forward and up vector determines the orientation of the camera, in world space.
The width, in pixels, of the camera's viewport.
The coordinate reference in which the camera is positioned and oriented.
Transforms a Vector3 from world to view
The world point to transform to view space (pixels).
An optional 'out' parameter. If this is defined, it's x,y and z properties will be assigned to the result of the transformation. If it's not defined, a new Vector3 with the result is constructed and returned. Use this out parameter if you need to transform many points at once, and want to avoid creating many objects.
The transformed point, in view space (pixels)
Transforms a Point from world to view
The point to transform to view space (pixels). If this point is not defined in this camera's worldReference, it will first be transformed to the worldReference.
An optional 'out' parameter. If this is defined, that point will be moved to the result of the transformation. If it's not defined, a new Point with the result is constructed and returned. Use this out parameter if you need to transform many points at once, and want to avoid creating many Point instances.
The transformed point, in view space (pixels).
Transforms a Vector3 to world.
The view point (pixels) to transform to world space.
An optional 'out' parameter. If this is defined, it's x,y and z properties will be assigned to the result of the transformation. If it's not defined, a new Vector3 with the result is constructed and returned. Use this out parameter if you need to transform many points at once, and want to avoid creating many objects.
The transformed point, in world space.
Transforms a Point to world.
The point to transform to view space (pixels). A 'view' point has 'null' as its reference.
An optional 'out' parameter. If this is defined, that point will be moved to the result of the transformation. If it is defined, and has a reference other than worldReference, it will be transformed to that reference. If it's not defined, a new Point with the result is constructed and returned. Use this out parameter if you need to transform many points at once, and want to avoid creating many Point instances.
The transformed point, in view space (pixels).
A camera transforms points from the 'world' reference (often the map's reference) to the view (pixel coordinates). In layman terms: just like with television, the camera's position, orientation (and other parameters like the projection) determines what is shown on screen.
Note that the Camera API is a low-level API. For simple map navigation use cases, it's recommended to use the higher-level API. The MapNavigator API works in both 2D and 3D, on all map references. If you use the low-level Camera API, keep in mind that the same camera manipulation implementation might not work for other types of camera's (OrthographicCamera vs PerspectiveCamera) or other (types of) map references (projected vs. geocentric).
This is a base class shared by both PerspectiveCamera and OrthographicCamera. It describes the position, orientation and viewport of the camera, as well as provide functions to transform between 3D 'world' and 'view' (pixel) points.
The camera's position, orientation and viewport are described by the following parameters:
eye
to the near clipping plane. Points that fall outside of the near/far interval, are clipped. Note that the near plane distance can be negative.eye
to the far clipping plane. Points that fall outside of the near/far interval, are clipped.In practice, you only work with PerspectiveCamera and OrthographicCamera. Besides the camera position, orientation and viewport, these subclasses also define a projection (orthographic vs. perspective).
OrthographicCamera
PerspectiveCamera