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// Automatically generated - do not modify!
package cesium
/**
* Modifies the camera position and orientation based on mouse input to a canvas.
* @see Online Documentation
*
* @constructor
* @param [scene] The scene.
* @see Online Documentation
*/
@JsName("\$cesium__ScreenSpaceCameraController")
external class ScreenSpaceCameraController(scene: Scene) {
/**
* If true, inputs are allowed conditionally with the flags enableTranslate, enableZoom,
* enableRotate, enableTilt, and enableLook. If false, all inputs are disabled.
*
* NOTE: This setting is for temporary use cases, such as camera flights and
* drag-selection of regions (see Picking demo). It is typically set to false at the
* start of such events, and set true on completion. To keep inputs disabled
* past the end of camera flights, you must use the other booleans (enableTranslate,
* enableZoom, enableRotate, enableTilt, and enableLook).
* @see Online Documentation
*/
var enableInputs: Boolean
/**
* If true, allows the user to pan around the map. If false, the camera stays locked at the current position.
* This flag only applies in 2D and Columbus view modes.
* @see Online Documentation
*/
var enableTranslate: Boolean
/**
* If true, allows the user to zoom in and out. If false, the camera is locked to the current distance from the ellipsoid.
* @see Online Documentation
*/
var enableZoom: Boolean
/**
* If true, allows the user to rotate the world which translates the user's position.
* This flag only applies in 2D and 3D.
* @see Online Documentation
*/
var enableRotate: Boolean
/**
* If true, allows the user to tilt the camera. If false, the camera is locked to the current heading.
* This flag only applies in 3D and Columbus view.
* @see Online Documentation
*/
var enableTilt: Boolean
/**
* If true, allows the user to use free-look. If false, the camera view direction can only be changed through translating
* or rotating. This flag only applies in 3D and Columbus view modes.
* @see Online Documentation
*/
var enableLook: Boolean
/**
* A parameter in the range `[0, 1)` used to determine how long
* the camera will continue to spin because of inertia.
* With value of zero, the camera will have no inertia.
* @see Online Documentation
*/
var inertiaSpin: Double
/**
* A parameter in the range `[0, 1)` used to determine how long
* the camera will continue to translate because of inertia.
* With value of zero, the camera will have no inertia.
* @see Online Documentation
*/
var inertiaTranslate: Double
/**
* A parameter in the range `[0, 1)` used to determine how long
* the camera will continue to zoom because of inertia.
* With value of zero, the camera will have no inertia.
* @see Online Documentation
*/
var inertiaZoom: Double
/**
* A parameter in the range `[0, 1)` used to limit the range
* of various user inputs to a percentage of the window width/height per animation frame.
* This helps keep the camera under control in low-frame-rate situations.
* @see Online Documentation
*/
var maximumMovementRatio: Double
/**
* Sets the duration, in seconds, of the bounce back animations in 2D and Columbus view.
* @see Online Documentation
*/
var bounceAnimationTime: Double
/**
* The minimum magnitude, in meters, of the camera position when zooming. Defaults to 1.0.
* @see Online Documentation
*/
var minimumZoomDistance: Double
/**
* The maximum magnitude, in meters, of the camera position when zooming. Defaults to positive infinity.
* @see Online Documentation
*/
var maximumZoomDistance: Double
/**
* The input that allows the user to pan around the map. This only applies in 2D and Columbus view modes.
*
* The type came be a [CameraEventType], `undefined`, an object with `eventType`
* and `modifier` properties with types `CameraEventType` and [KeyboardEventModifier],
* or an array of any of the preceding.
* @see Online Documentation
*/
var translateEventTypes: CameraEventType?
/**
* The input that allows the user to zoom in/out.
*
* The type came be a [CameraEventType], `undefined`, an object with `eventType`
* and `modifier` properties with types `CameraEventType` and [KeyboardEventModifier],
* or an array of any of the preceding.
* @see Online Documentation
*/
var zoomEventTypes: CameraEventType?
/**
* The input that allows the user to rotate around the globe or another object. This only applies in 3D and Columbus view modes.
*
* The type came be a [CameraEventType], `undefined`, an object with `eventType`
* and `modifier` properties with types `CameraEventType` and [KeyboardEventModifier],
* or an array of any of the preceding.
* @see Online Documentation
*/
var rotateEventTypes: CameraEventType?
/**
* The input that allows the user to tilt in 3D and Columbus view or twist in 2D.
*
* The type came be a [CameraEventType], `undefined`, an object with `eventType`
* and `modifier` properties with types `CameraEventType` and [KeyboardEventModifier],
* or an array of any of the preceding.
* @see Online Documentation
*/
var tiltEventTypes: CameraEventType?
/**
* The input that allows the user to change the direction the camera is viewing. This only applies in 3D and Columbus view modes.
*
* The type came be a [CameraEventType], `undefined`, an object with `eventType`
* and `modifier` properties with types `CameraEventType` and [KeyboardEventModifier],
* or an array of any of the preceding.
* @see Online Documentation
*/
var lookEventTypes: CameraEventType?
/**
* The minimum height the camera must be before picking the terrain instead of the ellipsoid.
* @see Online Documentation
*/
var minimumPickingTerrainHeight: Double
/**
* The minimum height the camera must be before testing for collision with terrain.
* @see Online Documentation
*/
var minimumCollisionTerrainHeight: Double
/**
* The minimum height the camera must be before switching from rotating a track ball to
* free look when clicks originate on the sky or in space.
* @see Online Documentation
*/
var minimumTrackBallHeight: Double
/**
* Enables or disables camera collision detection with terrain.
* @see Online Documentation
*/
var enableCollisionDetection: Boolean
/**
* Returns true if this object was destroyed; otherwise, false.
*
* If this object was destroyed, it should not be used; calling any function other than
* `isDestroyed` will result in a [DeveloperError] exception.
* @return `true` if this object was destroyed; otherwise, `false`.
* @see Online Documentation
*/
fun isDestroyed(): Boolean
/**
* Removes mouse listeners held by this object.
*
* Once an object is destroyed, it should not be used; calling any function other than
* `isDestroyed` will result in a [DeveloperError] exception. Therefore,
* assign the return value (`undefined`) to the object as done in the example.
* ```
* controller = controller && controller.destroy();
* ```
* @see Online Documentation
*/
fun destroy()
}