The Camera
component can be used to take and receive pictures from a mobile client's camera or photo album. The taken picture will be sent to the server side and a callback will be called. See CameraCallback
.
To configure the client's camera an options object needs to be passed as a constructor argument.
@see CameraCallback @see CameraOptions @since 0.8Camera
is a standalone, purely mathematical class for doing camera-related computations. Given input data such as location, orientation (direction, left, up), and viewport settings, it can compute data necessary to render objects with the graphics library. Two matrices are generated, the view matrix transforms objects from world space into eye space, while the projection matrix transforms objects from eye space into clip space.
Another purpose of the camera class is to do frustum culling operations, defined by six planes which define a 3D frustum shape, it is possible to test if an object bounded by a mathematically defined volume is inside the camera frustum, and thus to avoid rendering objects that are outside the frustum
@author Mark Powell @author Joshua Slack
Defines the virtual camera that views the scene. This element defines the position of the camera relative to the Earth's surface as well as the viewing direction of the camera. The camera position is defined by
Defining a View
The X axis points toward the right of the camera and is called the right vector. The Y axis defines the "up" direction relative to the screen and is called the up vector. The Z axis points from the center of the screen toward the eye point. The camera looks down the −Z axis, which is called the view vector.
The following diagram shows the X, Y, and Z axes, which are attached to the virtual camera.
Within a Feature or
<Camera id="ID"> <!-- inherited from AbstractView element --> <TimePrimitive>...</TimePrimitive> <!-- gx:TimeSpan or gx:TimeStamp --> <!-- specific to Camera --> <longitude>0</longitude> <!-- kml:angle180 --> <latitude>0</latitude> <!-- kml:angle90 --> <altitude>0</altitude> <!-- double --> <heading>0</heading> <!-- kml:angle360 --> <tilt>0</tilt> <!-- kml:anglepos180 --> <roll>0</roll> <!-- kml:angle180 --> <altitudeMode>clampToGround</altitudeMode> <!-- kml:altitudeModeEnum: relativeToGround, clampToGround, or absolute --> <!-- or, gx:altitudeMode can be substituted: clampToSeaFloor, relativeToSeaFloor --> </Camera>Extends: @see :
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