Global

Members

(constant) Earcut

Port from https://github.com/mapbox/earcut (v2.2.2)
Source:

ECEF_WITH_MATRICES

Constant indicating that the position provided to the frustum layer is in the form of ECEF 3-D coordinates (in meters). This also indicates that the platform and sensor orientations are provided as 3x3 rotation matrices.
Source:

ECEF_WITH_MATRICES

Constant indicating that the position provided to the draping layer is in the form of ECEF 3-D coordinates (in meters). This also indicates that the platform and gimbal orientations are provided as 3x3 rotation matrices.
Source:

ECEF_WITH_QUATERNIONS

Constant indicating that the position provided to the frustum layer is in the form of ECEF 3-D coordinates (in meters). This also indicates that the platform and sensor orientations are provided as quaternions.
Source:

ECEF_WITH_QUATERNIONS

Constant indicating that the position provided to the draping layer is in the form of ECEF 3-D coordinates (in meters). This also indicates that the platform and gimbal orientations are provided as quaternions.
Source:

(constant) emptyTexture

Uniforms of a program. Those form a tree structure with a special top-level container for the root, which you get by calling 'new WebGLUniforms( gl, program )'. Properties of inner nodes including the top-level container: .seq - array of nested uniforms .map - nested uniforms by name Methods of all nodes except the top-level container: .setValue( gl, value, [textures] ) uploads a uniform value(s) the 'textures' parameter is needed for sampler uniforms Static methods of the top-level container (textures factorizations): .upload( gl, seq, values, textures ) sets uniforms in 'seq' to 'values[id].value' .seqWithValue( seq, values ) : filteredSeq filters 'seq' entries with corresponding entry in values Methods of the top-level container (textures factorizations): .setValue( gl, name, value, textures ) sets uniform with name 'name' to 'value' .setOptional( gl, obj, prop ) like .set for an optional property of the object
Source:

(constant) FrustumPositionMode

Enumeration of the ways that the frustum's position and orientation can be specified.
Source:

(constant) GimbalEulerAngleOrder

When gimbal orientation is applied, which order do we apply the rotations? This only matters when the position mode is LONLATALT_WITH_EULER_ANGLES.
Source:

(constant) ImageDrapingPositionMode

Enumeration of the ways that the camera's position and orientation can be specified for a draped image.
Source:

(constant) initialStates

Source:
Example
import PointMarkerLayer from 'core/ui/layer/PointMarkerLayer.js';

let pointMarkerLayer = new PointMarkerLayer({
        location : {
            x : 1.42376557,
            y : 43.61758626,
            z : 100
        },
        getLocation : {
            dataSourceIds : [androidPhoneGpsDataSource.getId()],
            handler : function(rec) {
                return {
                    x : rec.lon,
                    y : rec.lat,
                    z : rec.alt
                };
            }
        },
        getOrientation : {
            dataSourceIds : [androidPhoneOrientationDataSource.getId()],
            handler : function(rec) {
                return {
                    heading : rec.heading
                };
            }
        },
        icon : 'images/cameralook.png',
        getIcon : {
            dataSourceIds: [androidPhoneGpsDataSource.getId()],
            handler : function(rec,timeStamp,options) {
                if(options.selected) {
                    return 'images/cameralook-selected.png'
                } else {
                    return 'images/cameralook.png';
                };
            }
        }
    });

LONLATALT_WITH_EULER_ANGLES

Constant indicating that the position provided to the frustum layer is in the form of a latitude (in degrees), longitude (in degrees), and altitude above ellipsoid (in meters). This also indicates that platform orientation is provided as heading, pitch, and roll, in degrees; and sensor orientation is provided as yaw, pitch, and roll, in degrees.
Source:

LONLATALT_WITH_EULER_ANGLES

Constant indicating that the position provided to the draping layer is in the form of a latitude (in degrees), longitude (in degrees), and altitude above ellipsoid (in meters). This also indicates that platform orientation is provided as heading, pitch, and roll, in degrees; and gimbal orientation is provided as yaw, pitch, and roll, in degrees.
Source:

(constant) maxPoolSize

The DataSource is the abstract class used to create different datasources.
Source:

(constant) Mode :Object

Enum for datasource mode.
Type:
  • Object
Source:

mqttConnectors

The DataSource is the abstract class used to create different datasources.
Source:

(constant) mqttProviders

Defines the MqttConnector to connect to a remote server by creating a Mqtt channel.
Source:
Example
import MqttConnector from 'osh-js/dataconnector/MqttConnector.js';

let url = ...;
let connector = new MqttConnector(url);

// connect
connector.connect();

// disconnect
connector.disconnect();

// close
connector.close();

reconnectionInterval

Defines the WebSocketConnector to connect to a remote server by creating a WebSocket channel.
Source:
Example
import WebSocketConnector from 'osh-js/dataconnector/WebSocketConnector.js';

let url = ...;
let connector = new WebSocketConnector(url);

// connect
connector.connect();

// disconnect
connector.disconnect();

// close
connector.close();

(constant) REVISION

License:
  • Copyright 2010-2021 Three.js Authors SPDX-License-Identifier: MIT
Source:

(constant) Status :Object

Enum for connection status.
Type:
  • Object
Source:

(constant) UniformsLib

Uniforms library for shared webgl shaders
Source:

Methods

addDataSources(dataSources)

Parameters:
Name Type Description
dataSources
Source:

addDataSources(dataSources)

Parameters:
Name Type Description
dataSources
Source:

CatmullRom()

Bezier Curves formulas obtained from http://en.wikipedia.org/wiki/Bézier_curve
Source:

cloneUniforms()

Uniform Utilities
Source:

convertLinearToRGBE()

This class generates a Prefiltered, Mipmapped Radiance Environment Map (PMREM) from a cubeMap environment texture. This allows different levels of blur to be quickly accessed based on material roughness. It is packed into a special CubeUV format that allows us to perform custom interpolation so that we can support nonlinear formats such as RGBE. Unlike a traditional mipmap chain, it only goes down to the LOD_MIN level (above), and then creates extra even more filtered 'mips' at the same LOD_MIN resolution, associated with higher roughness levels. In this way we maintain resolution to smoothly interpolate diffuse lighting while limiting sampling computation. Paper: Fast, Accurate Image-Based Lighting https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
Source:

(async) removeDataSources(dataSourceIds)

Parameters:
Name Type Description
dataSourceIds
Source:

(async) removeDataSources(dataSourceIds)

Parameters:
Name Type Description
dataSourceIds
Source: