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// Automatically generated - do not modify!
@file:Suppress(
"NON_EXTERNAL_DECLARATION_IN_INAPPROPRIATE_FILE",
)
package cesium
/**
* The camera is defined by a position, orientation, and view frustum.
*
* The orientation forms an orthonormal basis with a view, up and right = view x up unit vectors.
*
* The viewing frustum is defined by 6 planes.
* Each plane is represented by a [Cartesian4] object, where the x, y, and z components
* define the unit vector normal to the plane, and the w component is the distance of the
* plane from the origin/camera position.
* ```
* // Create a camera looking down the negative z-axis, positioned at the origin,
* // with a field of view of 60 degrees, and 1:1 aspect ratio.
* var camera = new Camera(scene);
* camera.position = new Cartesian3();
* camera.direction = Cartesian3.negate(Cartesian3.UNIT_Z, new Cartesian3());
* camera.up = Cartesian3.clone(Cartesian3.UNIT_Y);
* camera.frustum.fov = Math.PI_OVER_THREE;
* camera.frustum.near = 1.0;
* camera.frustum.far = 2.0;
* ```
* @see Online Documentation
*
* @constructor
* @param [scene] The scene.
* @see Online Documentation
*/
@JsName("\$cesium__Camera")
external class Camera(scene: Scene) {
/**
* The position of the camera.
* @see Online Documentation
*/
var position: Cartesian3
/**
* The view direction of the camera.
* @see Online Documentation
*/
var direction: Cartesian3
/**
* The up direction of the camera.
* @see Online Documentation
*/
var up: Cartesian3
/**
* The right direction of the camera.
* @see Online Documentation
*/
var right: Cartesian3
/**
* The region of space in view.
* @see Online Documentation
*/
var frustum: dynamic
/**
* The default amount to move the camera when an argument is not
* provided to the move methods.
* @see Online Documentation
*/
var defaultMoveAmount: Double
/**
* The default amount to rotate the camera when an argument is not
* provided to the look methods.
* @see Online Documentation
*/
var defaultLookAmount: Double
/**
* The default amount to rotate the camera when an argument is not
* provided to the rotate methods.
* @see Online Documentation
*/
var defaultRotateAmount: Double
/**
* The default amount to move the camera when an argument is not
* provided to the zoom methods.
* @see Online Documentation
*/
var defaultZoomAmount: Double
/**
* If set, the camera will not be able to rotate past this axis in either direction.
* @see Online Documentation
*/
var constrainedAxis: Cartesian3
/**
* The factor multiplied by the the map size used to determine where to clamp the camera position
* when zooming out from the surface. The default is 1.5. Only valid for 2D and the map is rotatable.
* @see Online Documentation
*/
var maximumZoomFactor: Double
/**
* The amount the camera has to change before the `changed` event is raised. The value is a percentage in the [0, 1] range.
* @see Online Documentation
*/
var percentageChanged: Double
/**
* Gets the camera's reference frame. The inverse of this transformation is appended to the view matrix.
* @see Online Documentation
*/
val transform: Matrix4
/**
* Gets the inverse camera transform.
* @see Online Documentation
*/
val inverseTransform: Matrix4
/**
* Gets the view matrix.
* @see Online Documentation
*/
val viewMatrix: Matrix4
/**
* Gets the inverse view matrix.
* @see Online Documentation
*/
val inverseViewMatrix: Matrix4
/**
* Gets the [Cartographic] position of the camera, with longitude and latitude
* expressed in radians and height in meters. In 2D and Columbus View, it is possible
* for the returned longitude and latitude to be outside the range of valid longitudes
* and latitudes when the camera is outside the map.
* @see Online Documentation
*/
val positionCartographic: Cartographic
/**
* Gets the position of the camera in world coordinates.
* @see Online Documentation
*/
val positionWC: Cartesian3
/**
* Gets the view direction of the camera in world coordinates.
* @see Online Documentation
*/
val directionWC: Cartesian3
/**
* Gets the up direction of the camera in world coordinates.
* @see Online Documentation
*/
val upWC: Cartesian3
/**
* Gets the right direction of the camera in world coordinates.
* @see Online Documentation
*/
val rightWC: Cartesian3
/**
* Gets the camera heading in radians.
* @see Online Documentation
*/
val heading: Double
/**
* Gets the camera pitch in radians.
* @see Online Documentation
*/
val pitch: Double
/**
* Gets the camera roll in radians.
* @see Online Documentation
*/
val roll: Double
/**
* Gets the event that will be raised at when the camera starts to move.
* @see Online Documentation
*/
val moveStart: Event
/**
* Gets the event that will be raised when the camera has stopped moving.
* @see Online Documentation
*/
val moveEnd: Event
/**
* Gets the event that will be raised when the camera has changed by `percentageChanged`.
* @see Online Documentation
*/
val changed: Event
/**
* Sets the camera position, orientation and transform.
* ```
* // 1. Set position with a top-down view
* viewer.camera.setView({
* destination : Cartesian3.fromDegrees(-117.16, 32.71, 15000.0)
* });
*
* // 2 Set view with heading, pitch and roll
* viewer.camera.setView({
* destination : cartesianPosition,
* orientation: {
* heading : Math.toRadians(90.0), // east, default value is 0.0 (north)
* pitch : Math.toRadians(-90), // default value (looking down)
* roll : 0.0 // default value
* }
* });
*
* // 3. Change heading, pitch and roll with the camera position remaining the same.
* viewer.camera.setView({
* orientation: {
* heading : Math.toRadians(90.0), // east, default value is 0.0 (north)
* pitch : Math.toRadians(-90), // default value (looking down)
* roll : 0.0 // default value
* }
* });
*
* // 4. View rectangle with a top-down view
* viewer.camera.setView({
* destination : Rectangle.fromDegrees(west, south, east, north)
* });
*
* // 5. Set position with an orientation using unit vectors.
* viewer.camera.setView({
* destination : Cartesian3.fromDegrees(-122.19, 46.25, 5000.0),
* orientation : {
* direction : new Cartesian3(-0.04231243104240401, -0.20123236049443421, -0.97862924300734),
* up : new Cartesian3(-0.47934589305293746, -0.8553216253114552, 0.1966022179118339)
* }
* });
* ```
* @see Online Documentation
*/
fun setView(options: SetViewOptions)
/**
* @property [destination] The final position of the camera in WGS84 (world) coordinates or a rectangle that would be visible from a top-down view.
* @property [orientation] An object that contains either direction and up properties or heading, pitch and roll properties. By default, the direction will point
* towards the center of the frame in 3D and in the negative z direction in Columbus view. The up direction will point towards local north in 3D and in the positive
* y direction in Columbus view. Orientation is not used in 2D when in infinite scrolling mode.
* @property [endTransform] Transform matrix representing the reference frame of the camera.
* @property [convert] Whether to convert the destination from world coordinates to scene coordinates (only relevant when not using 3D). Defaults to `true`.
*/
interface SetViewOptions {
var destination: dynamic
var orientation: CameraOrientation?
var endTransform: Matrix4?
var convert: Boolean?
}
/**
* Fly the camera to the home view. Use {@link Camera#.DEFAULT_VIEW_RECTANGLE} to set
* the default view for the 3D scene. The home view for 2D and columbus view shows the
* entire map.
* @param [duration] The duration of the flight in seconds. If omitted, Cesium attempts to calculate an ideal duration based on the distance to be traveled by the flight. See [Camera.flyTo]
* @see Online Documentation
*/
fun flyHome(duration: Double? = definedExternally)
/**
* Transform a vector or point from world coordinates to the camera's reference frame.
* @param [cartesian] The vector or point to transform.
* @param [result] The object onto which to store the result.
* @return The transformed vector or point.
* @see Online Documentation
*/
fun worldToCameraCoordinates(
cartesian: Cartesian4,
result: Cartesian4? = definedExternally,
): Cartesian4
/**
* Transform a point from world coordinates to the camera's reference frame.
* @param [cartesian] The point to transform.
* @param [result] The object onto which to store the result.
* @return The transformed point.
* @see Online Documentation
*/
fun worldToCameraCoordinatesPoint(
cartesian: Cartesian3,
result: Cartesian3? = definedExternally,
): Cartesian3
/**
* Transform a vector from world coordinates to the camera's reference frame.
* @param [cartesian] The vector to transform.
* @param [result] The object onto which to store the result.
* @return The transformed vector.
* @see Online Documentation
*/
fun worldToCameraCoordinatesVector(
cartesian: Cartesian3,
result: Cartesian3? = definedExternally,
): Cartesian3
/**
* Transform a vector or point from the camera's reference frame to world coordinates.
* @param [cartesian] The vector or point to transform.
* @param [result] The object onto which to store the result.
* @return The transformed vector or point.
* @see Online Documentation
*/
fun cameraToWorldCoordinates(
cartesian: Cartesian4,
result: Cartesian4? = definedExternally,
): Cartesian4
/**
* Transform a point from the camera's reference frame to world coordinates.
* @param [cartesian] The point to transform.
* @param [result] The object onto which to store the result.
* @return The transformed point.
* @see Online Documentation
*/
fun cameraToWorldCoordinatesPoint(
cartesian: Cartesian3,
result: Cartesian3? = definedExternally,
): Cartesian3
/**
* Transform a vector from the camera's reference frame to world coordinates.
* @param [cartesian] The vector to transform.
* @param [result] The object onto which to store the result.
* @return The transformed vector.
* @see Online Documentation
*/
fun cameraToWorldCoordinatesVector(
cartesian: Cartesian3,
result: Cartesian3? = definedExternally,
): Cartesian3
/**
* Translates the camera's position by `amount` along `direction`.
* @param [direction] The direction to move.
* @param [amount] The amount, in meters, to move. Defaults to `defaultMoveAmount`.
* @see Online Documentation
*/
fun move(
direction: Cartesian3,
amount: Double? = definedExternally,
)
/**
* Translates the camera's position by `amount` along the camera's view vector.
* When in 2D mode, this will zoom in the camera instead of translating the camera's position.
* @param [amount] The amount, in meters, to move. Defaults to `defaultMoveAmount`.
* @see Online Documentation
*/
fun moveForward(amount: Double? = definedExternally)
/**
* Translates the camera's position by `amount` along the opposite direction
* of the camera's view vector.
* When in 2D mode, this will zoom out the camera instead of translating the camera's position.
* @param [amount] The amount, in meters, to move. Defaults to `defaultMoveAmount`.
* @see Online Documentation
*/
fun moveBackward(amount: Double? = definedExternally)
/**
* Translates the camera's position by `amount` along the camera's up vector.
* @param [amount] The amount, in meters, to move. Defaults to `defaultMoveAmount`.
* @see Online Documentation
*/
fun moveUp(amount: Double? = definedExternally)
/**
* Translates the camera's position by `amount` along the opposite direction
* of the camera's up vector.
* @param [amount] The amount, in meters, to move. Defaults to `defaultMoveAmount`.
* @see Online Documentation
*/
fun moveDown(amount: Double? = definedExternally)
/**
* Translates the camera's position by `amount` along the camera's right vector.
* @param [amount] The amount, in meters, to move. Defaults to `defaultMoveAmount`.
* @see Online Documentation
*/
fun moveRight(amount: Double? = definedExternally)
/**
* Translates the camera's position by `amount` along the opposite direction
* of the camera's right vector.
* @param [amount] The amount, in meters, to move. Defaults to `defaultMoveAmount`.
* @see Online Documentation
*/
fun moveLeft(amount: Double? = definedExternally)
/**
* Rotates the camera around its up vector by amount, in radians, in the opposite direction
* of its right vector if not in 2D mode.
* @param [amount] The amount, in radians, to rotate by. Defaults to `defaultLookAmount`.
* @see Online Documentation
*/
fun lookLeft(amount: Double? = definedExternally)
/**
* Rotates the camera around its up vector by amount, in radians, in the direction
* of its right vector if not in 2D mode.
* @param [amount] The amount, in radians, to rotate by. Defaults to `defaultLookAmount`.
* @see Online Documentation
*/
fun lookRight(amount: Double? = definedExternally)
/**
* Rotates the camera around its right vector by amount, in radians, in the direction
* of its up vector if not in 2D mode.
* @param [amount] The amount, in radians, to rotate by. Defaults to `defaultLookAmount`.
* @see Online Documentation
*/
fun lookUp(amount: Double? = definedExternally)
/**
* Rotates the camera around its right vector by amount, in radians, in the opposite direction
* of its up vector if not in 2D mode.
* @param [amount] The amount, in radians, to rotate by. Defaults to `defaultLookAmount`.
* @see Online Documentation
*/
fun lookDown(amount: Double? = definedExternally)
/**
* Rotate each of the camera's orientation vectors around `axis` by `angle`
* @param [axis] The axis to rotate around.
* @param [angle] The angle, in radians, to rotate by. Defaults to `defaultLookAmount`.
* @see Online Documentation
*/
fun look(
axis: Cartesian3,
angle: Double? = definedExternally,
)
/**
* Rotate the camera counter-clockwise around its direction vector by amount, in radians.
* @param [amount] The amount, in radians, to rotate by. Defaults to `defaultLookAmount`.
* @see Online Documentation
*/
fun twistLeft(amount: Double? = definedExternally)
/**
* Rotate the camera clockwise around its direction vector by amount, in radians.
* @param [amount] The amount, in radians, to rotate by. Defaults to `defaultLookAmount`.
* @see Online Documentation
*/
fun twistRight(amount: Double? = definedExternally)
/**
* Rotates the camera around `axis` by `angle`. The distance
* of the camera's position to the center of the camera's reference frame remains the same.
* @param [axis] The axis to rotate around given in world coordinates.
* @param [angle] The angle, in radians, to rotate by. Defaults to `defaultRotateAmount`.
* @see Online Documentation
*/
fun rotate(
axis: Cartesian3,
angle: Double? = definedExternally,
)
/**
* Rotates the camera around the center of the camera's reference frame by angle downwards.
* @param [angle] The angle, in radians, to rotate by. Defaults to `defaultRotateAmount`.
* @see Online Documentation
*/
fun rotateDown(angle: Double? = definedExternally)
/**
* Rotates the camera around the center of the camera's reference frame by angle upwards.
* @param [angle] The angle, in radians, to rotate by. Defaults to `defaultRotateAmount`.
* @see Online Documentation
*/
fun rotateUp(angle: Double? = definedExternally)
/**
* Rotates the camera around the center of the camera's reference frame by angle to the right.
* @param [angle] The angle, in radians, to rotate by. Defaults to `defaultRotateAmount`.
* @see Online Documentation
*/
fun rotateRight(angle: Double? = definedExternally)
/**
* Rotates the camera around the center of the camera's reference frame by angle to the left.
* @param [angle] The angle, in radians, to rotate by. Defaults to `defaultRotateAmount`.
* @see Online Documentation
*/
fun rotateLeft(angle: Double? = definedExternally)
/**
* Zooms `amount` along the camera's view vector.
* @param [amount] The amount to move. Defaults to `defaultZoomAmount`.
* @see Online Documentation
*/
fun zoomIn(amount: Double? = definedExternally)
/**
* Zooms `amount` along the opposite direction of
* the camera's view vector.
* @param [amount] The amount to move. Defaults to `defaultZoomAmount`.
* @see Online Documentation
*/
fun zoomOut(amount: Double? = definedExternally)
/**
* Gets the magnitude of the camera position. In 3D, this is the vector magnitude. In 2D and
* Columbus view, this is the distance to the map.
* @return The magnitude of the position.
* @see Online Documentation
*/
fun getMagnitude(): Double
/**
* Sets the camera position and orientation using a target and offset. The target must be given in
* world coordinates. The offset can be either a cartesian or heading/pitch/range in the local east-north-up reference frame centered at the target.
* If the offset is a cartesian, then it is an offset from the center of the reference frame defined by the transformation matrix. If the offset
* is heading/pitch/range, then the heading and the pitch angles are defined in the reference frame defined by the transformation matrix.
* The heading is the angle from y axis and increasing towards the x axis. Pitch is the rotation from the xy-plane. Positive pitch
* angles are below the plane. Negative pitch angles are above the plane. The range is the distance from the center.
*
* In 2D, there must be a top down view. The camera will be placed above the target looking down. The height above the
* target will be the magnitude of the offset. The heading will be determined from the offset. If the heading cannot be
* determined from the offset, the heading will be north.
* ```
* // 1. Using a cartesian offset
* var center = Cartesian3.fromDegrees(-98.0, 40.0);
* viewer.camera.lookAt(center, new Cartesian3(0.0, -4790000.0, 3930000.0));
*
* // 2. Using a HeadingPitchRange offset
* var center = Cartesian3.fromDegrees(-72.0, 40.0);
* var heading = Math.toRadians(50.0);
* var pitch = Math.toRadians(-20.0);
* var range = 5000.0;
* viewer.camera.lookAt(center, new HeadingPitchRange(heading, pitch, range));
* ```
* @param [target] The target position in world coordinates.
* @param [offset] The offset from the target in the local east-north-up reference frame centered at the target.
* @see Online Documentation
*/
fun lookAt(
target: Cartesian3,
offset: Cartesian3,
)
fun lookAt(
target: Cartesian3,
offset: HeadingPitchRange,
)
/**
* Sets the camera position and orientation using a target and transformation matrix. The offset can be either a cartesian or heading/pitch/range.
* If the offset is a cartesian, then it is an offset from the center of the reference frame defined by the transformation matrix. If the offset
* is heading/pitch/range, then the heading and the pitch angles are defined in the reference frame defined by the transformation matrix.
* The heading is the angle from y axis and increasing towards the x axis. Pitch is the rotation from the xy-plane. Positive pitch
* angles are below the plane. Negative pitch angles are above the plane. The range is the distance from the center.
*
* In 2D, there must be a top down view. The camera will be placed above the center of the reference frame. The height above the
* target will be the magnitude of the offset. The heading will be determined from the offset. If the heading cannot be
* determined from the offset, the heading will be north.
* ```
* // 1. Using a cartesian offset
* var transform = Transforms.eastNorthUpToFixedFrame(Cartesian3.fromDegrees(-98.0, 40.0));
* viewer.camera.lookAtTransform(transform, new Cartesian3(0.0, -4790000.0, 3930000.0));
*
* // 2. Using a HeadingPitchRange offset
* var transform = Transforms.eastNorthUpToFixedFrame(Cartesian3.fromDegrees(-72.0, 40.0));
* var heading = Math.toRadians(50.0);
* var pitch = Math.toRadians(-20.0);
* var range = 5000.0;
* viewer.camera.lookAtTransform(transform, new HeadingPitchRange(heading, pitch, range));
* ```
* @param [transform] The transformation matrix defining the reference frame.
* @param [offset] The offset from the target in a reference frame centered at the target.
* @see Online Documentation
*/
fun lookAtTransform(transform: Matrix4)
fun lookAtTransform(
transform: Matrix4,
offset: Cartesian3,
)
fun lookAtTransform(
transform: Matrix4,
offset: HeadingPitchRange,
)
/**
* Get the camera position needed to view a rectangle on an ellipsoid or map
* @param [rectangle] The rectangle to view.
* @param [result] The camera position needed to view the rectangle
* @return The camera position needed to view the rectangle
* @see Online Documentation
*/
fun getRectangleCameraCoordinates(
rectangle: Rectangle,
result: Cartesian3? = definedExternally,
): Cartesian3
/**
* Pick an ellipsoid or map.
* ```
* var canvas = viewer.scene.canvas;
* var center = new Cartesian2(canvas.clientWidth / 2.0, canvas.clientHeight / 2.0);
* var ellipsoid = viewer.scene.globe.ellipsoid;
* var result = viewer.camera.pickEllipsoid(center, ellipsoid);
* ```
* @param [windowPosition] The x and y coordinates of a pixel.
* @param [ellipsoid] The ellipsoid to pick.
* Default value - [Ellipsoid.WGS84]
* @param [result] The object onto which to store the result.
* @return If the ellipsoid or map was picked,
* returns the point on the surface of the ellipsoid or map in world
* coordinates. If the ellipsoid or map was not picked, returns undefined.
* @see Online Documentation
*/
fun pickEllipsoid(
windowPosition: Cartesian2,
ellipsoid: Ellipsoid? = definedExternally,
result: Cartesian3? = definedExternally,
): Cartesian3?
/**
* Create a ray from the camera position through the pixel at `windowPosition`
* in world coordinates.
* @param [windowPosition] The x and y coordinates of a pixel.
* @param [result] The object onto which to store the result.
* @return Returns the [Cartesian3] position and direction of the ray.
* @see Online Documentation
*/
fun getPickRay(
windowPosition: Cartesian2,
result: Ray? = definedExternally,
): Ray
/**
* Return the distance from the camera to the front of the bounding sphere.
* @param [boundingSphere] The bounding sphere in world coordinates.
* @return The distance to the bounding sphere.
* @see Online Documentation
*/
fun distanceToBoundingSphere(boundingSphere: BoundingSphere): Double
/**
* Return the pixel size in meters.
* @param [boundingSphere] The bounding sphere in world coordinates.
* @param [drawingBufferWidth] The drawing buffer width.
* @param [drawingBufferHeight] The drawing buffer height.
* @return The pixel size in meters.
* @see Online Documentation
*/
fun getPixelSize(
boundingSphere: BoundingSphere,
drawingBufferWidth: Double,
drawingBufferHeight: Double,
): Double
/**
* Cancels the current camera flight and leaves the camera at its current location.
* If no flight is in progress, this this function does nothing.
* @see Online Documentation
*/
fun cancelFlight()
/**
* Completes the current camera flight and moves the camera immediately to its final destination.
* If no flight is in progress, this this function does nothing.
* @see Online Documentation
*/
fun completeFlight()
/**
* Flies the camera from its current position to a new position.
* ```
* // 1. Fly to a position with a top-down view
* viewer.camera.flyTo({
* destination : Cartesian3.fromDegrees(-117.16, 32.71, 15000.0)
* });
*
* // 2. Fly to a Rectangle with a top-down view
* viewer.camera.flyTo({
* destination : Rectangle.fromDegrees(west, south, east, north)
* });
*
* // 3. Fly to a position with an orientation using unit vectors.
* viewer.camera.flyTo({
* destination : Cartesian3.fromDegrees(-122.19, 46.25, 5000.0),
* orientation : {
* direction : new Cartesian3(-0.04231243104240401, -0.20123236049443421, -0.97862924300734),
* up : new Cartesian3(-0.47934589305293746, -0.8553216253114552, 0.1966022179118339)
* }
* });
*
* // 4. Fly to a position with an orientation using heading, pitch and roll.
* viewer.camera.flyTo({
* destination : Cartesian3.fromDegrees(-122.19, 46.25, 5000.0),
* orientation : {
* heading : Math.toRadians(175.0),
* pitch : Math.toRadians(-35.0),
* roll : 0.0
* }
* });
* ```
* @see Online Documentation
*/
fun flyTo(options: FlyToOptions)
/**
* @property [destination] The final position of the camera in WGS84 (world) coordinates or a rectangle that would be visible from a top-down view.
* @property [orientation] An object that contains either direction and up properties or heading, pitch and roll properties. By default, the direction will point
* towards the center of the frame in 3D and in the negative z direction in Columbus view. The up direction will point towards local north in 3D and in the positive
* y direction in Columbus view. Orientation is not used in 2D when in infinite scrolling mode.
* @property [duration] The duration of the flight in seconds. If omitted, Cesium attempts to calculate an ideal duration based on the distance to be traveled by the flight.
* @property [complete] The function to execute when the flight is complete.
* @property [cancel] The function to execute if the flight is cancelled.
* @property [endTransform] Transform matrix representing the reference frame the camera will be in when the flight is completed.
* @property [maximumHeight] The maximum height at the peak of the flight.
* @property [pitchAdjustHeight] If camera flyes higher than that value, adjust pitch duiring the flight to look down, and keep Earth in viewport.
* @property [flyOverLongitude] There are always two ways between 2 points on globe. This option force camera to choose fight direction to fly over that longitude.
* @property [flyOverLongitudeWeight] Fly over the lon specifyed via flyOverLongitude only if that way is not longer than short way times flyOverLongitudeWeight.
* @property [convert] Whether to convert the destination from world coordinates to scene coordinates (only relevant when not using 3D). Defaults to `true`.
* @property [easingFunction] Controls how the time is interpolated over the duration of the flight.
*/
interface FlyToOptions {
var destination: dynamic
var orientation: CameraOrientation?
var duration: Double?
var complete: FlightCompleteCallback?
var cancel: FlightCancelledCallback?
var endTransform: Matrix4?
var maximumHeight: Double?
var pitchAdjustHeight: Double?
var flyOverLongitude: Double?
var flyOverLongitudeWeight: Double?
var convert: Boolean?
var easingFunction: EasingCallback?
}
/**
* Sets the camera so that the current view contains the provided bounding sphere.
*
* The offset is heading/pitch/range in the local east-north-up reference frame centered at the center of the bounding sphere.
* The heading and the pitch angles are defined in the local east-north-up reference frame.
* The heading is the angle from y axis and increasing towards the x axis. Pitch is the rotation from the xy-plane. Positive pitch
* angles are below the plane. Negative pitch angles are above the plane. The range is the distance from the center. If the range is
* zero, a range will be computed such that the whole bounding sphere is visible.
*
* In 2D, there must be a top down view. The camera will be placed above the target looking down. The height above the
* target will be the range. The heading will be determined from the offset. If the heading cannot be
* determined from the offset, the heading will be north.
* @param [boundingSphere] The bounding sphere to view, in world coordinates.
* @param [offset] The offset from the target in the local east-north-up reference frame centered at the target.
* @see Online Documentation
*/
fun viewBoundingSphere(
boundingSphere: BoundingSphere,
offset: HeadingPitchRange? = definedExternally,
)
/**
* Flies the camera to a location where the current view contains the provided bounding sphere.
*
* The offset is heading/pitch/range in the local east-north-up reference frame centered at the center of the bounding sphere.
* The heading and the pitch angles are defined in the local east-north-up reference frame.
* The heading is the angle from y axis and increasing towards the x axis. Pitch is the rotation from the xy-plane. Positive pitch
* angles are below the plane. Negative pitch angles are above the plane. The range is the distance from the center. If the range is
* zero, a range will be computed such that the whole bounding sphere is visible.
*
* In 2D and Columbus View, there must be a top down view. The camera will be placed above the target looking down. The height above the
* target will be the range. The heading will be aligned to local north.
* @param [boundingSphere] The bounding sphere to view, in world coordinates.
* @see Online Documentation
*/
fun flyToBoundingSphere(
boundingSphere: BoundingSphere,
options: FlyToBoundingSphereOptions? = definedExternally,
)
/**
* @property [duration] The duration of the flight in seconds. If omitted, Cesium attempts to calculate an ideal duration based on the distance to be traveled by the flight.
* @property [offset] The offset from the target in the local east-north-up reference frame centered at the target.
* @property [complete] The function to execute when the flight is complete.
* @property [cancel] The function to execute if the flight is cancelled.
* @property [endTransform] Transform matrix representing the reference frame the camera will be in when the flight is completed.
* @property [maximumHeight] The maximum height at the peak of the flight.
* @property [pitchAdjustHeight] If camera flyes higher than that value, adjust pitch duiring the flight to look down, and keep Earth in viewport.
* @property [flyOverLongitude] There are always two ways between 2 points on globe. This option force camera to choose fight direction to fly over that longitude.
* @property [flyOverLongitudeWeight] Fly over the lon specifyed via flyOverLongitude only if that way is not longer than short way times flyOverLongitudeWeight.
* @property [easingFunction] Controls how the time is interpolated over the duration of the flight.
*/
interface FlyToBoundingSphereOptions {
var duration: Double?
var offset: HeadingPitchRange?
var complete: FlightCompleteCallback?
var cancel: FlightCancelledCallback?
var endTransform: Matrix4?
var maximumHeight: Double?
var pitchAdjustHeight: Double?
var flyOverLongitude: Double?
var flyOverLongitudeWeight: Double?
var easingFunction: EasingCallback?
}
/**
* Computes the approximate visible rectangle on the ellipsoid.
* @param [ellipsoid] The ellipsoid that you want to know the visible region.
* Default value - [Ellipsoid.WGS84]
* @param [result] The rectangle in which to store the result
* @return The visible rectangle or undefined if the ellipsoid isn't visible at all.
* @see Online Documentation
*/
fun computeViewRectangle(
ellipsoid: Ellipsoid? = definedExternally,
result: Rectangle? = definedExternally,
): Rectangle?
/**
* Switches the frustum/projection to perspective.
*
* This function is a no-op in 2D which must always be orthographic.
* @see Online Documentation
*/
fun switchToPerspectiveFrustum()
/**
* Switches the frustum/projection to orthographic.
*
* This function is a no-op in 2D which will always be orthographic.
* @see Online Documentation
*/
fun switchToOrthographicFrustum()
companion object {
/**
* The default rectangle the camera will view on creation.
* @see Online Documentation
*/
var DEFAULT_VIEW_RECTANGLE: Rectangle
/**
* A scalar to multiply to the camera position and add it back after setting the camera to view the rectangle.
* A value of zero means the camera will view the entire [Camera.DEFAULT_VIEW_RECTANGLE], a value greater than zero
* will move it further away from the extent, and a value less than zero will move it close to the extent.
* @see Online Documentation
*/
var DEFAULT_VIEW_FACTOR: Double
/**
* The default heading/pitch/range that is used when the camera flies to a location that contains a bounding sphere.
* @see Online Documentation
*/
var DEFAULT_OFFSET: HeadingPitchRange
}
}
/**
* A function that will execute when a flight completes.
* @see Online Documentation
*/
typealias FlightCompleteCallback = () -> Unit
/**
* A function that will execute when a flight is cancelled.
* @see Online Documentation
*/
typealias FlightCancelledCallback = () -> Unit