FirstPersonView
April 1, 2024 ยท View on GitHub
The FirstPersonView class is a subclass of View that describes a camera placed at a provided location, looking towards the direction and orientation specified by viewState. The behavior is similar to that of a first-person game.
It's recommended that you read the Views and Projections guide before using this class.
Constructor
import {FirstPersonView} from '@deck.gl/core';
new FirstPersonView({id, ...});
FirstPersonView takes the same parameters as the View superclass constructor, plus the following:
projectionMatrix (number[16], optional) {#projectionmatrix}
Projection matrix.
If projectionMatrix is not supplied, the View class will build a projection matrix from the following parameters:
fovy (number, optional) {#fovy}
Field of view covered by camera, in the perspective case. In degrees. Default 75.
near (number, optional) {#near}
Distance of near clipping plane. Default 0.1.
far (number, optional) {#far}
Distance of far clipping plane. Default 1000.
focalDistance (number, optional) {#focaldistance}
Modifier of viewport scale. Corresponds to the number of pixels per meter. Default 1.
View State
To render, a FirstPersonView needs to be combined with a viewState object with the following parameters:
longitude(number, optional) - longitude of the cameralatitude(number, optional) - latitude of the camera
position(number[3], optional) - meter offsets of the camera from the lng-lat anchor point. Default[0, 0, 0].bearing(number, optional) - bearing angle in degrees. Default0(north).pitch(number, optional) - pitch angle in degrees. Default0(horizontal).
maxPitch(number, optional) - max pitch angle. Default90(down).minPitch(number, optional) - min pitch angle. Default-90(up).
Controller
By default, FirstPersonView uses the FirstPersonController to handle interactivity. To enable the controller, use:
const view = new FirstPersonView({id: 'pov', controller: true});
Visit the FirstPersonController documentation for a full list of supported options.