Creates a new OrthographicCamera
the 3D position that the camera is looking from, in world coordinates.
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.
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 distance from the 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.
The distance from the eye
to the far clipping plane.
Points that fall outside of the near/far interval, are clipped.
The width, in pixels, of the camera's viewport.
The height, in pixels, of the camera's viewport.
The size of the viewport along the X (horizontal) direction, in world units.
The size of the viewport along the Y (vertical) direction, in world units.
The reference in which
eye
, forward
, up
, near
,
far
are defined (as well as the world units referred to in
scaleX
and scaleY
).
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 size of the viewport along the Y (vertical) direction, in world units.
The coordinate reference in which the camera is positioned and oriented.
The size of the viewport along the X (horizontal) direction, in world units.
Returns a look2d object that matches this camera's position and orientation. This look2D object makes it easier to work with '2D' cameras (Orthographic camera's with a projected (grid) or cartesian reference). Once retrieved, this look2D can be manipulated and then set on the map again using look2D
<p>Note that this will only work if this camera's <a href="_ria_view_camera_orthographiccamera_d_.orthographiccamera.html#worldreference">worldReference</a> is a projected (grid) or cartesian reference.</p>
A Look2D object that matches this camera's position and orientation.
Returns copy of this camera.
A copy of this camera
Copies this camera, and overrides parameters on the copy.
A copy of the current camera, with the parameters defined in the options overridden.
Checks if two cameras are equal.
The other object to check equality for
True if other
is an OrthographicCamera instance with the same state as this one.
Returns a new OrthographicCamera, which is positioned and oriented as described by the look2d object. This look2D object makes it easier to work with '2D' cameras (Orthographic camera's with a projected (grid) or cartesian reference). You can construct a look2D object manually, or retrieve it from an existing camera using asLook2D.
<p>Note that this will only work if this camera's <a href="_ria_view_camera_orthographiccamera_d_.orthographiccamera.html#worldreference">worldReference</a> is a projected (grid) or cartesian reference.</p>
<p>For convenience, if worldOrigin is a <a href="_ria_shape_point_d_.point.html">Point</a>, LuciadRIA will attempt to transform it to the {#worldReference}.</p>
a Look2D object
A new camera instance that matches the position described by the Look2D object.
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 that uses an orthographic (aka. parallel) projection.
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).
A camera transforms points from the 'world' reference (often the map's reference) to the view (pixel coordinates).
Besides the position, orientation and viewport properties that it inherits from Camera, the orthographic camera defines its projection using the following properties:
Note that camera's in LuciadRIA are immutable. You can manipulate the map's camera by using copyAndSet or by converting from/to a Look2D.
Currently, the OrthographicCamera can only be used in combination with projected (grid) or cartesian map references (aka '2D' views). For now, you can not use this camera if the map has a geocentric (3D) reference.
For projected (grid) or cartesian references, the camera should be positioned along the positive Z axis, facing the negative Z direction. This way, the camera is positioned facing the XY-plane, where the map is rendered in.
To manipulate an orthographic camera on a projected (grid) or cartesian reference, we recommend using look2D. This allows you to reason about the camera in 2D space, instead of a 3D space. It also allows you to easily rotate and zoom the camera around any arbitrary view / world point.
Map navigation constraints configured on MapNavigator are not enforced when this camera is updated on the map. Constraints are only respected when using the MapNavigator.
// low-level manipulation of orthographicCamera: zoom by a factor of 2 map.camera = map.camera.copyAndSet({worldWidth: map.camera.worldWidth / 2, worldHeight: map.camera.worldHeight / 2}); // look2D() example: put the world's origin at pixel 200,200, and rotate the camera by 10 degrees (keeping the same scale) var look2D = map.camera.asLook2D(); look2D.viewOrigin = {x: 200, y: 200, z: 0}; look2D.worldOrigin = {x: 0, y: 0, z: 0}; // look2D.scaleX and look2D.scaleY remain the same look2D.rotation = look2D.rotation + 10; map.camera = map.camera.look2D(look2D);