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@playcanvas/react

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A React renderer for PlayCanvas – build interactive 3D applications using React's declarative paradigm.

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export class OrbitCamera extends Script { static __name: string; static fromWorldPoint: Vec3; static toWorldPoint: Vec3; static worldDiff: Vec3; static distanceBetween: Vec3; static quatWithoutYaw: Quat; static yawOffset: Quat; /** * @attribute * @title Distance Max * @type {number} */ set distanceMax(v: number); get distanceMax(): number; /** @private */ private _distanceMax; /** @private */ private _distance; /** * @attribute * @title Distance Min * @type {number} */ set distanceMin(v: number); get distanceMin(): number; /** @private */ private _distanceMin; /** * @attribute * @title Pitch Angle Max (degrees) * @type {number} */ set pitchAngleMax(v: any); get pitchAngleMax(): any; _pitchAngleMax: any; _pitch: any; /** * @attribute * @title Pitch Angle Min (degrees) * @type {number} */ set pitchAngleMin(v: any); get pitchAngleMin(): any; _pitchAngleMin: any; /** * Higher value means that the camera will continue moving after the user has stopped dragging. 0 is fully responsive. * * @attribute * @title Inertia Factor * @type {number} */ inertiaFactor: number; /** * Entity for the camera to focus on. If blank, then the camera will use the whole scene * * @attribute * @title Focus Entity * @type {Entity} */ set focusEntity(value: any); get focusEntity(): any; /** @private */ private _focusEntity; /** * Frames the entity or scene at the start of the application." * * @attribute * @title Frame on Start * @type {boolean} */ set frameOnStart(value: boolean); get frameOnStart(): boolean; /** @private */ private _frameOnStart; /** * Property to get and set the distance between the pivot point and camera. * Clamped between this.distanceMin and this.distanceMax * * @type {number} */ set distance(value: number | undefined); get distance(): number | undefined; _targetDistance: any; /** * Property to get and set the camera orthoHeight * * @type {number} */ set orthoHeight(value: number); get orthoHeight(): number; /** * Property to get and set the pitch of the camera around the pivot point (degrees). * Clamped between this.pitchAngleMin and this.pitchAngleMax. * When set at 0, the camera angle is flat, looking along the horizon * * @type {number} */ set pitch(value: any); get pitch(): any; _targetPitch: any; /** * Property to get and set the yaw of the camera around the pivot point (degrees) * * @type {number} */ set yaw(value: any); get yaw(): any; _targetYaw: any; /** * Property to get and set the world position of the pivot point that the camera orbits around * * @type {number} */ set pivotPoint(value: Vec3); get pivotPoint(): Vec3; /** @private */ private _modelsAabb; _pivotPoint: Vec3; focus(focusEntity: any): void; resetAndLookAtPoint(resetPoint: any, lookAtPoint: any): void; resetAndLookAtEntity(resetPoint: any, entity: any): void; reset(yaw: any, pitch: any, distance: any): void; initialize(): void; _yaw: any; update(dt: any): void; _updatePosition(): void; _removeInertia(): void; _checkAspectRatio(): void; _buildAabb(entity: any): void; _calcYaw(quat: any): number; _clampDistance(distance: any): number; _clampPitchAngle(pitch: any): number; _calcPitch(quat: any, yaw: any): number; } export class OrbitCameraInputMouse extends Script { static __name: string; static fromWorldPoint: Vec3; static toWorldPoint: Vec3; static worldDiff: Vec3; /** * How fast the camera moves around the orbit. Higher is faster * * @attribute * @type {number.0} */ orbitSensitivity: number; /** * How fast the camera moves in and out. Higher is faster * * @attribute * @type {number} */ distanceSensitivity: number; initialize(): void; orbitCamera: any; lookButtonDown: boolean | undefined; panButtonDown: boolean | undefined; lastPoint: Vec2 | undefined; pan(screenPoint: any): void; onMouseDown(event: any): void; onMouseUp(event: any): void; onMouseMove(event: any): void; onMouseWheel(event: any): void; onMouseOut(): void; } export class OrbitCameraInputTouch extends Script { static __name: string; static pinchMidPoint: Vec2; static fromWorldPoint: Vec3; static toWorldPoint: Vec3; static worldDiff: Vec3; /** * How fast the camera moves around the orbit. Higher is faster * * @attribute * @type {number} */ orbitSensitivity: number; /** * How fast the camera moves in and out. Higher is faster * * @attribute * @type {number} */ distanceSensitivity: number; initialize(): void; orbitCamera: any; lastTouchPoint: Vec2 | undefined; lastPinchMidPoint: Vec2 | undefined; lastPinchDistance: number | undefined; getPinchDistance(pointA: any, pointB: any): number; calcMidPoint(pointA: any, pointB: any, result: any): void; onTouchStartEndCancel(event: any): void; pan(midPoint: any): void; onTouchMove(event: any): void; } import { Script } from 'playcanvas'; import { Vec3 } from 'playcanvas'; import { Quat } from 'playcanvas'; import { Vec2 } from 'playcanvas';