GeoCameraNode

class GeoCameraNode : CameraNode, GeoComponent

Properties

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open val aperture: Float
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open override var attitude: Attitude
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open val camera: FilamentCamera
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var childNodes: Set<Node>
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var collider: Collider?
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var collisionShape: CollisionShape?
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var collisionSystem: CollisionSystem?
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open override var coordinate: Coordinate
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open val cullingFar: Float
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open val cullingProjectionTransform: Transform
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val engine: Engine
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val entity: Entity
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open override var far: Float
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open override var focalLength: Double
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open val forwardDirection: Direction
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open override var isEditable: Boolean
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open override var isTouchable: Boolean
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open var isVisible: Boolean
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open val leftDirection: Direction
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open var modelTransform: Transform
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open var name: String?
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open override var near: Float
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var onAddedToScene: (scene: Scene) -> Unit?
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var onDown: (e: MotionEvent) -> Boolean?
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var onEditingChanged: (editingTransforms: Set<KProperty1<Node, Any>?>) -> Unit?
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var onFling: (e1: MotionEvent?, e2: MotionEvent, velocity: Float2) -> Boolean?
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var onFrame: (frameTimeNanos: Long) -> Unit?
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var onMove: (detector: MoveGestureDetector, e: MotionEvent, Position) -> Boolean?
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var onMoveBegin: (detector: MoveGestureDetector, e: MotionEvent) -> Boolean?
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var onMoveEnd: (detector: MoveGestureDetector, e: MotionEvent) -> Unit?
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var onRemovedFromScene: (scene: Scene) -> Unit?
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var onRotate: (detector: RotateGestureDetector, e: MotionEvent, rotationDelta: Quaternion) -> Boolean?
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var onRotateBegin: (detector: RotateGestureDetector, e: MotionEvent) -> Boolean?
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var onRotateEnd: (detector: RotateGestureDetector, e: MotionEvent) -> Unit?
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var onScale: (detector: ScaleGestureDetector, e: MotionEvent, scaleFactor: Float) -> Boolean?
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var onScaleBegin: (detector: ScaleGestureDetector, e: MotionEvent) -> Boolean?
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var onScaleEnd: (detector: ScaleGestureDetector, e: MotionEvent) -> Unit?
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var onScroll: (e1: MotionEvent?, e2: MotionEvent, distance: Float2) -> Boolean?
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var onSmoothEnd: (node: Node) -> Unit?
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var onTouch: (e: MotionEvent, hitResult: HitResult) -> Boolean?
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open var parent: Node?
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var parentEntity: Entity?
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var parentInstance: EntityInstance?
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open var position: Position
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open override var projectionTransform: Transform
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open var quaternion: Quaternion
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open var rotation: Rotation
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open var scale: Scale
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open val scaling: Float4
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open val sensitivity: Float
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var smoothTransform: Transform?
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open var transform: Transform
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val transformManager: TransformManager
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open val upDirection: Direction
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var view: View?
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val viewport: Viewport?
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open val viewTransform: Transform
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open var worldPosition: Position
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open var worldQuaternion: Quaternion
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open var worldRotation: Rotation
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open var worldScale: Scale
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open val worldSky: Float3

It corresponds to sky direction

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val worldToLocal: Transform
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var worldTransform: Transform

Functions

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fun addChildNode(node: Node): Node
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fun addChildNodes(nodes: Set<Node>): Node
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fun animatePositions(vararg positions: Float3): ObjectAnimator
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fun animateQuaternions(vararg quaternions: Quaternion): ObjectAnimator
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fun animateRotations(vararg rotations: Float3): ObjectAnimator
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fun animateScales(vararg scales: Float3): ObjectAnimator
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fun animateTransforms(vararg transforms: Mat4): AnimatorSet
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fun clearChildNodes(): Node
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open override fun destroy()
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fun getLocalPosition(worldPosition: Position): Float3
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fun getLocalQuaternion(worldQuaternion: Quaternion): Quaternion
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fun getLocalRotation(worldRotation: Rotation): Float3
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fun getLocalScale(worldScale: Scale): Float3
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fun getLocalTransform(worldTransform: Transform): Mat4
fun getLocalTransform(node: Node): Mat4
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open override fun getTransformationMatrix(): Matrix
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fun getWorldPosition(localPosition: Position): Float3
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fun getWorldQuaternion(quaternion: Quaternion): Quaternion
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fun getWorldRotation(rotation: Rotation): Float3
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fun getWorldScale(scale: Scale): Float3
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fun getWorldTransform(localTransform: Transform): Mat4
fun getWorldTransform(node: Node): Mat4
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fun hitTest(motionEvent: MotionEvent): List<HitResult>
fun hitTest(ray: Ray): List<HitResult>
fun hitTest(xPx: Float, yPx: Float): List<HitResult>
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fun hitTestView(xViewPercent: Float, yViewPercent: Float): List<HitResult>
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open fun lookAt(eye: Position, center: Position, up: Direction)
fun lookAt(targetWorldPosition: Position, upDirection: Direction, smooth: Boolean, smoothSpeed: Float): Node
fun lookAt(targetNode: Node, upDirection: Direction, smooth: Boolean, smoothSpeed: Float): Node
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fun lookTowards(lookDirection: Direction, upDirection: Direction, smooth: Boolean, smoothSpeed: Float): Node
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fun motionEventToRay(motionEvent: MotionEvent): Ray
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open fun onAddedToScene(scene: Scene)
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open override fun onContextClick(e: MotionEvent): Boolean
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open override fun onDoubleTap(e: MotionEvent): Boolean
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open override fun onDoubleTapEvent(e: MotionEvent): Boolean
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open override fun onDown(e: MotionEvent): Boolean
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open override fun onFling(e1: MotionEvent?, e2: MotionEvent, velocityX: Float, velocityY: Float): Boolean
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open fun onFrame(frameTimeNanos: Long)
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open override fun onLongPress(e: MotionEvent)
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open override fun onMove(detector: MoveGestureDetector, e: MotionEvent): Boolean
open fun onMove(detector: MoveGestureDetector, e: MotionEvent, worldPosition: Position): Boolean
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open override fun onMoveBegin(detector: MoveGestureDetector, e: MotionEvent): Boolean
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open override fun onMoveEnd(detector: MoveGestureDetector, e: MotionEvent)
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open fun onRemovedFromScene(scene: Scene)
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open override fun onRotate(detector: RotateGestureDetector, e: MotionEvent): Boolean
open fun onRotate(detector: RotateGestureDetector, e: MotionEvent, rotationDelta: Quaternion): Boolean
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open override fun onRotateBegin(detector: RotateGestureDetector, e: MotionEvent): Boolean
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open override fun onRotateEnd(detector: RotateGestureDetector, e: MotionEvent)
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open override fun onScale(detector: ScaleGestureDetector, e: MotionEvent): Boolean
open fun onScale(detector: ScaleGestureDetector, e: MotionEvent, scaleFactor: Float): Boolean
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open override fun onScaleBegin(detector: ScaleGestureDetector, e: MotionEvent): Boolean
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open override fun onScaleEnd(detector: ScaleGestureDetector, e: MotionEvent)
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open override fun onScroll(e1: MotionEvent?, e2: MotionEvent, distanceX: Float, distanceY: Float): Boolean
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open override fun onShowPress(e: MotionEvent)
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open override fun onSingleTapUp(e: MotionEvent): Boolean
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open fun onTouchEvent(e: MotionEvent, hitResult: HitResult): Boolean
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fun overlapTest(): Node?
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fun overlapTestAll(): List<Node>
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fun removeChildNode(node: Node): Node
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fun removeChildNodes(nodes: Set<Node>): Node
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fun screenPointToRay(x: Float, y: Float): Ray
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open fun setCustomProjection(inProjection: Transform, near: Double, far: Double, inProjectionForCulling: Transform)
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open fun setExposure(exposure: Float)
open fun setExposure(aperture: Float, shutterSpeed: Float, sensitivity: Float)
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open fun setLensProjection(focalLength: Double, aspect: Double, near: Double, far: Double)
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open fun setProjection(fovInDegrees: Double, aspect: Double, near: Double, far: Double, direction: Camera.Fov)
open fun setProjection(projection: Camera.Projection, left: Double, right: Double, bottom: Double, top: Double, near: Double, far: Double)
fun setProjection(fovInDegrees: Double, near: Float, far: Float, direction: Camera.Fov, aspect: Double)
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fun setScale(scale: Float)
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open fun setScaling(scaling: Float2)
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open fun setShift(xShift: Double, yShift: Double)
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open fun transform(transform: Transform, smooth: Boolean, smoothSpeed: Float): Node
fun transform(position: Position, rotation: Rotation, scale: Scale, smooth: Boolean, smoothSpeed: Float): Node
fun transform(position: Position, quaternion: Quaternion, scale: Scale, smooth: Boolean, smoothSpeed: Float): Node
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open fun updatePosition()
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open fun updateProjection(focalLength: Double, near: Float, far: Float, aspect: Double)
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open fun viewToRay(viewPosition: Float2): Ray
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open fun viewToWorld(viewPosition: Float2, z: Float): Position
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fun worldToScreenPoint(point: Vector3): Vector3
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open fun worldToView(worldPosition: Position): Float2
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open fun worldTransform(worldTransform: Transform, smooth: Boolean, smoothSpeed: Float): Node
fun worldTransform(position: Position, rotation: Rotation, scale: Scale, smooth: Boolean, smoothSpeed: Float): Node
fun worldTransform(position: Position, quaternion: Quaternion, scale: Scale, smooth: Boolean, smoothSpeed: Float): Node