Class ViewportCamera

The ViewportCamera implements a Component for camera movement and behaviors such as orbiting for camera viewports that are rendered using the UIViewportRenderer.

Hierarchy (view full)

Constructors

Properties

isIdle: boolean

Returns true if the camera has not moved or changed for some time interval.

isInputEnabled: boolean

Deterimes if user input is processed.

The settings for the scene camera.

updateCount: number

Counter that increments every frame when the camera transform changes.

dollySpeedInitial = 0.1
dollySpeedMaximum = 0.2
orientationInitial: Immutable<Quaternion>
positionInitial: Vector3
sleepTime = 1
untilIdleScrollTime = 1

Accessors

  • get active(): boolean
  • Activates or deactivates the component.

    Returns boolean

    The returned active state also accounts for the active state of the parent SceneObject.

  • set active(value): void
  • Parameters

    • value: boolean

    Returns void

  • get camera(): Camera
  • Returns the internal camera component. You should not make modifications to the returned camera.

    Returns Camera

  • set camera(value): void
  • Parameters

    Returns void

  • get editorMetaData(): Settings
  • Get the editor meta data.

    Returns Settings

    The API is only valid in the editor.

  • get isActiveSelf(): boolean
  • Determines whether the component itself is active, without accounting for the active state of the parent scene object.

    Returns boolean

  • get isAnimating(): boolean
  • Determines if the camera is currently animating.

    Returns boolean

  • get isDestroyed(): boolean
  • Determines if the object has been destroyed.

    Returns boolean

  • get isPaused(): boolean
  • Determines if the rendering of this camera has been paused.

    Returns boolean

  • set isPaused(isPaused): void
  • Parameters

    • isPaused: boolean

    Returns void

  • get isRunning(): boolean
  • Determines if the component is currently active, enabled and running.

    Returns boolean

  • get priority(): number
  • The signed execution priority of the component.

    Determines order of execution of this component in relation to other components, higher priorities will execute earlier. The priority value determines the order of initialize, enable and update calls. Valid priorities are in the range [-100...100], other priorities are reserved for internal use.

    The priority should not be modified after onCreate has been called.

    The default priority for user implement components is -10. BuiltInComponent have a default priority of 0. However, instances that have dependencies or are a dependency to another component might have non zero default priorities. For example, the Camera component has a default priority of 50 as other components may depend on the camera being initialized early. The RigidBody component has a default priority of 22 and Joint components have a priority of 20 as the joint depends on fully initialized rigid bodies.

    Returns number

    If two components have the same priority, the order of execution is undefined, but deterministic as the system uses identifiers such as the internal type ID and UUID to guaranteed stable ordering.

  • set priority(value): void
  • Parameters

    • value: number

    Returns void

  • get uuid(): UUID
  • Returns a universally unique identifier that persists scene save/load.

    Returns UUID

Methods

  • Virtual

    Applies the settings to the camera.

    Parameters

    Returns void

  • Virtual

    Calculates bounds of the visible content for this component.

    Returns {
        box: AABox;
        sphere: Sphere;
    }

    An object with the bounding box and bounding sphere or null, if the component has no bounds.

  • Calculates distance at which the camera's frustum width is equal to the provided width.

    Parameters

    • frustumWidth: number

      Frustum width to find the distance for, in world units.

    Returns number

    Distance at which the camera's frustum is the specified width, in world units.

  • Destroys the component, removing it from its scene object and stopping component updates.

    Parameters

    • Optionalimmediate: boolean

      If true the component will be fully destroyed immediately. This means that objects that are still referencing this component might fail. Normally destruction is delayed until the end of the frame to give other objects a chance to stop using it.

    Returns void

  • Moves and orients a camera so that the provided bounds end up covering the camera's viewport.

    Parameters

    • bounds: Immutable<AABox>

      Bounds to frame in camera's view.

    • Optionalposition: Immutable<Vector3>

      position to be used as pivot, defaults to center of bounds.

    • OptionalcalculateCameraDistance: boolean

      False when the distance of the camera from position should be kept unchanged.

    • Optionalpadding: number

      Amount of padding to leave on the borders of the viewport, in percent [0...1].

    • Optionaltime: number

      The camera animation time.

    Returns void

  • Focuses the camera on the currently focus point.

    Parameters

    • animationTime: number

    Returns void

  • Focuses the camera on the specified position.

    Parameters

    Returns void

  • Focuses the camera on the specified objects.

    Parameters

    • sceneObjects: SceneObject[]
    • OptionalanimationTime: number
    • OptionalcalculateCameraDistance: boolean

    Returns void

  • Focuses the camera on the currently selected object(s), optionally it can also snap into an object surface position.

    Parameters

    Returns void

  • Virtual

    Initializes the ShortcutAction and button mappings for the specified context.

    Parameters

    Returns void

  • Virtual

    Initializes this instances for the specified viewport window

    Parameters

    Returns void

  • Calls a parameterless method with the specified name, on the component.

    Parameters

    • name: string

      Name of the method to call.

    Returns boolean

    true if the method was invoked.

  • Orients the camera so it looks along the provided axis.

    Parameters

    Returns void

  • Orients the camera so it looks along the provided axis with an orbit motion, so that the focus points stays the same.

    Parameters

    Returns void

  • Move the camera in orbit around it's pivot point.

    Parameters

    • yaw: rsx.Degree

      The yaw applied to the rotation in orbit.

    • pitch: rsx.Degree

      The pitch applied to the rotation in orbit.

    Returns void

  • Notifies the system of a new mouse event to be consumed.

    Parameters

    Returns void

  • Notifies the system of a new mouse wheel event to be consumed.

    Parameters

    Returns void

  • Virtual

    Notifies the system that the 3D viewport should be redrawn.

    Returns void

  • Virtual

    Notifies the system that the settings changed and must be commited.

    Returns void

  • Virtual

    Called once when the component has been created.

    Returns void

    Called regardless of the state the component is in.

  • Virtual

    Called once just before the component is destroyed.

    Returns void

    Called regardless of the state the component is in.

  • Virtual

    Called every time a component is placed into the Stopped state.

    Returns void

    This method may be called during component destruction, if the component wasn't already in ScenePlayState.Stopped state during destruction. When called during destruction, it is called before onDestroy.

  • Virtual

    Called every time a component leaves the ScenePlayState.Stopped state.

    Returns void

    This method might be called during component creation, if the requirements for leaving the stopped state are met. One such case would be a component class that has the runInEditor attribute. When called during creation it is called after onInitialize.

  • Called at fixed time intervals (e.g. 60 times per frame). Only called if the component is in ScenePlayState.Playing state.

    Returns void

    RSX uses the fixed update to perform updates to sub-systems such as physics. Only implement this method if your logic depends on fixed updates (e.g. at 30hz) for stability.

  • Virtual

    Called once when the component first leaves the ScenePlayState.Stopped state.

    Returns void

    This method might be called during component creation, if the requirements for leaving the stopped state are met. One such case would be a component class that has the runInEditor attribute. When called during creation it is called after onCreate.

  • Virtual

    Called once per frame, after all other components received their onUpdate invocation. Only called if the component is in ScenePlayState.Playing state.

    Returns void

    This method should only be implemented if your component needs logic that implements on other component or SceneObject changes performend in onUpdate. An example could be a camera controller logic that updates in response to changes to the object that is being tracked.

  • Virtual

    Called when the script domain has been refreshed or when the component is initialized. During initialization it is called after onInitialize but before onEnable.

    Returns void

    This API will not be called in a deployment build.

  • Virtual

    Invoked when the viewport shuts down.

    Returns void

  • Changes the scene camera projection type and animates the transition.

    Parameters

    Returns void

  • Registers the coroutine for the specified component using the provided args as arguments.

    Type Parameters

    Parameters

    • coroutine: T

      The coroutine.

    • Rest...args: Parameters<T>

    Returns boolean

    true if the coroutine was registered.

    The coroutine will be called for the first time when the coroutine subsystem runs for update events. There is no guarantee with regards to the order of how coroutines are invoked. Coroutines are a great way for time-deferred or delayed system. To implement a coroutine simply add a generator method to your component and register it as coroutine:

    		public *myCoroutine(text:string)
    {
    const endTime:number = Time.realElapsed + 3;

    while(Time.realElapsed < endTime)
    {
    yield true;
    }

    Debug.log("This code will be invoked after 3 seconds with the text=" + text);
    }

    To register the function simply call

    		this.startCoroutine(this.myCoroutine, "Hello World!");
    

    The function will be invoked once the coroutine runs. The coroutine function can yield the program control flow by using the keyword yield. The coroutine will then stop execution at that point, and pick up the execution in the next update event, right after the yield keyword that caused the coroutine to pause.

    With helper functions such as waitForSeconds or waitForAsyncOp it is easy to create coroutines that pause for a set time interval.

  • Registers the coroutine for the specified component using the provided args as arguments.

    Type Parameters

    Parameters

    • coroutine: T

      The coroutine.

    • Rest...args: Parameters<T>

    Returns boolean

    true if the coroutine was registered.

    The coroutine will be called for the first time when the coroutine subsystem runs for fixedUpdate events. There is no guarantee with regards to the order of how coroutines are invoked. Coroutines are a great way for time-deferred or delayed system. To implement a coroutine simply add a generator method to your component and register it as coroutine:

    		public *myCoroutine(text:string)
    {
    const endTime:number = Time.realElapsed + 3;

    while(Time.realElapsed < endTime)
    {
    yield true;
    }

    Debug.log("This code will be invoked after 3 seconds!");
    }

    To register the function simply call

    		this.startCoroutine(this.myCoroutine, "Hello World!");
    

    The function will be invoked once the coroutine runs. The coroutine function can yield the program control flow by using the keyword yield. The coroutine will then stop execution at that point, and pick up the execution in the next fixedUpdate event, right after the yield keyword that caused the coroutine to pause.

    With helper functions such as waitForSeconds or waitForAsyncOp it is easy to create coroutines that pause for a set time interval.

  • Stops all coroutines for the specified component.

    Returns void

    This API is only available for components that are registered in a scene.

  • Stops the coroutine for the specified component.

    Parameters

    Returns boolean

    true if the coroutine was registered.

  • Returns a string representation of an object.

    Returns string

  • Calculates the camera near and far plane distances used for looking at an object certain distance from the camera.

    Parameters

    • distance: number

      Distance of the object from the camera.

    Returns {
        far: number;
        near: number;
    }

    Anonymous object.

    • far: number

      Far plane distance

    • near: number

      Near plane distance.

  • Locates a rsx object by its sceneRuntimeID and UUID.

    Parameters

    • sceneRuntimeID: number

      The runtime ID of the SceneInstance of the object.

    • uuid: Const<UUID>

      The UUID of the object to retrieve.

    Returns SceneNode

    The object or null if no object with given sceneRuntimeID and uuid has been registered

  • Determines if any of the shortcut actions is currently held.

    Parameters

    Returns boolean

    True if a shortcut is held.