Members
(constant) Earcut
Port from https://github.com/mapbox/earcut (v2.2.2)
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.
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.
(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
(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.
(constant) ImageDrapingPositionMode
Enumeration of the ways that the camera's position and orientation can be
specified for a draped image.
(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.
(constant) maxPoolSize
The DataSource is the abstract class used to create different datasources.
(constant) Mode :Object
Enum for datasource mode.
Type:
- Object
- Source:
mqttConnectors
The DataSource is the abstract class used to create different datasources.
(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.
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
Methods
addDataSources(dataSources)
Parameters:
Name | Type | Description |
---|---|---|
dataSources |
addDataSources(dataSources)
Parameters:
Name | Type | Description |
---|---|---|
dataSources |
CatmullRom()
Bezier Curves formulas obtained from
http://en.wikipedia.org/wiki/Bézier_curve
cloneUniforms()
Uniform Utilities
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
(async) removeDataSources(dataSourceIds)
Parameters:
Name | Type | Description |
---|---|---|
dataSourceIds |
(async) removeDataSources(dataSourceIds)
Parameters:
Name | Type | Description |
---|---|---|
dataSourceIds |