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Hierarchy

  • Camera
    • CmCameraGlobeFirstPerson

Implements

Index

Constructors

constructor

Properties

BoundingSpehere

BoundingSpehere: Sphere = new THREE.Sphere(new THREE.Vector3(0, 0, 0), 1.5)

Direction

Direction: Vector3 = new THREE.Vector3(0, 0, 0)

Gravity

Gravity: number = 9.8

Option_Fly

Option_Fly: boolean = true

Option_KeepHeight

Option_KeepHeight: boolean = false

Option_Walking

Option_Walking: boolean = true

PanningMode

PanningMode: GlobePanningMode = GlobePanningMode.AnyRotation

Protected Position

Position: Vector3 = new THREE.Vector3(0, 0, 0)

Protected PositionGeo

PositionGeo: Vector3 = new THREE.Vector3(0, 0, 0)

Tall

Tall: number = 3

TargetPosition

TargetPosition: Vector3 = new THREE.Vector3(0, 0, 0)

TargetPositionGeo

TargetPositionGeo: Vector3 = new THREE.Vector3(0, 0, 0)

Weight

Weight: number = 60000

distanceFromLook

distanceFromLook: number = CMWORLD.cm_const.EarthRadius * 1.3

eventCommited

eventCommited: any = null

commit 된후에 호출될 수 있는 사용자 function을 설정한다.

isGoing

isGoing: boolean = false

mainCamera

mainCamera: PerspectiveCamera = new THREE.PerspectiveCamera(45, CMWORLD.CmWorld3.getInstance().canvas.width / CMWORLD.CmWorld3.getInstance().canvas.height, 1, CMWORLD.CmWorld3.getInstance().option.EarthRadius * 3)

mainCameraForPicking

mainCameraForPicking: PerspectiveCamera = new THREE.PerspectiveCamera(45, CMWORLD.CmWorld3.getInstance().canvas.width / CMWORLD.CmWorld3.getInstance().canvas.height, 1000, CMWORLD.CmWorld3.getInstance().option.EarthRadius * 3)

raycaster

raycaster: Raycaster = new THREE.Raycaster()

Methods

ChangeAspect

  • ChangeAspect(canvasWidth: number, canvasHeight: number): void
  • Parameters

    • canvasWidth: number
    • canvasHeight: number

    Returns void

Commit

  • Commit(): void
  • Returns void

CopyFromCamera

  • CopyFromCamera(inputCamera: any): void
  • Parameters

    • inputCamera: any

    Returns void

GetCameraRay

  • GetCameraRay(screenCoord: Vector2, outOrigin: Vector3, outDir: Vector3): void
  • Parameters

    • screenCoord: Vector2
    • outOrigin: Vector3
    • outDir: Vector3

    Returns void

GetDirectionForward

  • GetDirectionForward(): Vector3
  • Returns Vector3

GetDirectionRight

  • GetDirectionRight(): Vector3
  • Returns Vector3

GetDirectionUp

  • GetDirectionUp(): Vector3
  • Returns Vector3

GetHitPosition

  • GetHitPosition(screenPosition: Vector2, normalized: boolean): Vector3
  • Parameters

    • screenPosition: Vector2
    • normalized: boolean

    Returns Vector3

GetHitPositionOnGround

  • GetHitPositionOnGround(screenPosition: Vector2, simpleCalc?: boolean): Vector3
  • Parameters

    • screenPosition: Vector2
    • Default value simpleCalc: boolean = true

    Returns Vector3

GetProjectionMatrix

  • GetProjectionMatrix(): Matrix4

GetViewMatrix

  • GetViewMatrix(): Matrix4

HeadDown

  • HeadDown(deg: number): void
  • Parameters

    • deg: number

    Returns void

InitPosition

  • InitPosition(lon: number, lat: number, alt: number, head: number, tilt: number): void
  • Parameters

    • lon: number
    • lat: number
    • alt: number
    • head: number
    • tilt: number

    Returns void

MoveRight

  • MoveRight(dist: number): void
  • Parameters

    • dist: number

    Returns void

MoveToward

  • MoveToward(dist: number): void
  • Parameters

    • dist: number

    Returns void

Panning

  • Panning(pre_x: number, pre_y: number, cur_x: number, cur_y: number): void
  • Parameters

    • pre_x: number
    • pre_y: number
    • cur_x: number
    • cur_y: number

    Returns void

SetPosition_1

  • SetPosition_1(x: number, y: number, height: number): void
  • Parameters

    • x: number
    • y: number
    • height: number

    Returns void

Zoom

  • Zoom(dist: number): void
  • Parameters

    • dist: number

    Returns void

afterUpdate

  • afterUpdate(): void
  • Returns void

attachToScene

  • attachToScene(scene: Scene): void
  • Parameters

    • scene: Scene

    Returns void

calcViewRage

  • calcViewRage(): void
  • Returns void

collisionCheck

  • collisionCheck(dist: any): number
  • Parameters

    • dist: any

    Returns number

detachToScene

  • detachToScene(scene: Scene): void
  • Parameters

    • scene: Scene

    Returns void

getAltitude

  • getAltitude(): number
  • Returns number

getDirection

  • getDirection(): Vector3
  • Returns Vector3

getDistanceFromLook

  • getDistanceFromLook(): number
  • 카메라가 바라보고 있는 지점까지의 거리.

    Returns number

getDistanceToWorldPos

  • getDistanceToWorldPos(worldPos: Vector3): number
  • 지정한 위치와 카메라와의 거리를 계산한다.

    Parameters

    • worldPos: Vector3

      world상의 직교좌표.

    Returns number

    거리

getHitCoordinate

  • getHitCoordinate(sx: number, sy: number, outToGeo?: boolean, simpleCalc?: boolean): Vector3
  • Parameters

    • sx: number
    • sy: number
    • Default value outToGeo: boolean = true
    • Default value simpleCalc: boolean = true

    Returns Vector3

getIntersectObjects

  • getIntersectObjects(screenPosition: Vector2, normalized: boolean): Intersection[]
  • Parameters

    • screenPosition: Vector2
    • normalized: boolean

    Returns Intersection[]

getIntersectObjectsFromRay

  • getIntersectObjectsFromRay(startWorldPosition: Vector3, endWorldPosition: Vector3): any
  • Parameters

    • startWorldPosition: Vector3
    • endWorldPosition: Vector3

    Returns any

getLookPositionGeo

  • getLookPositionGeo(): Vector3

getLookPositionWorld

  • getLookPositionWorld(): Vector3

getPositionGeo

  • getPositionGeo(): Vector3

getPositionWorld

  • getPositionWorld(): Vector3

getReal3DWorldPosition

  • getReal3DWorldPosition(): Vector3
  • Returns Vector3

getThreejsCamera

  • getThreejsCamera(): Camera

getViewRange

  • getViewRange(): number
  • Returns number

gotoGeo

  • gotoGeo(x: number, y: number, z: number): void
  • Parameters

    • x: number
    • y: number
    • z: number

    Returns void

gotoTarget

  • gotoTarget(look_lon: number, look_lat: number, look_height: any, camera_x: number, camera_y: number, camera_height: number): void
  • Parameters

    • look_lon: number
    • look_lat: number
    • look_height: any
    • camera_x: number
    • camera_y: number
    • camera_height: number

    Returns void

Private init

  • init(): void
  • Returns void

moveForward

  • moveForward(dist: number): void
  • Parameters

    • dist: number

    Returns void

moveRotation

  • moveRotation(pre_x: number, pre_y: number, cur_x: number, cur_y: number, test: boolean): void
  • Parameters

    • pre_x: number
    • pre_y: number
    • cur_x: number
    • cur_y: number
    • test: boolean

    Returns void

pan

  • pan(pre_x: number, pre_y: number, cur_x: number, cur_y: number): void
  • Parameters

    • pre_x: number
    • pre_y: number
    • cur_x: number
    • cur_y: number

    Returns void

pickingByScreenCoordinateInArray

  • pickingByScreenCoordinateInArray(screen_x: number, screen_y: number, objArray: Object3D[]): Intersection[]

preUpdate

  • preUpdate(): void
  • Returns void

setDistanceFromLook

  • setDistanceFromLook(dist: number): void
  • 카메라가 바라보고 있는 지점까지의 거리를 설정한다.

    Parameters

    • dist: number

    Returns void

setLookAltitude

  • setLookAltitude(altitude: number): void
  • Parameters

    • altitude: number

    Returns void

setLookPositionGeo

  • setLookPositionGeo(lon: number, lat: number, alt: number): void
  • Parameters

    • lon: number
    • lat: number
    • alt: number

    Returns void

setPositionGeo

  • setPositionGeo(lon: number, lat: number, alt: number): void
  • Parameters

    • lon: number
    • lat: number
    • alt: number

    Returns void

setWalkingMode

  • setWalkingMode(walk: boolean): void
  • Parameters

    • walk: boolean

    Returns void

updatePositionFrom

  • updatePositionFrom(camera: Camera): void
  • Parameters

    • camera: Camera

    Returns void

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